1 Minetest Lua Modding API Reference 0.4.13
2 =========================================
3 * More information at <http://www.minetest.net/>
4 * Developer Wiki: <http://dev.minetest.net/>
8 Content and functionality can be added to Minetest 0.4 by using Lua
9 scripting in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things that is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API. You can send such improvements as
19 source code patches to <celeron55@gmail.com>.
23 If you have any difficulty in understanding this, please read
24 [Programming in Lua](http://www.lua.org/pil/).
28 Mods are loaded during server startup from the mod load paths by running
29 the `init.lua` scripts in a shared environment.
33 * `RUN_IN_PLACE=1` (Windows release, local build)
35 * Linux: `<build directory>`
36 * Windows: `<build directory>`
38 * Linux: `<build directory>`
39 * Windows: `<build directory>`
40 * `RUN_IN_PLACE=0`: (Linux release)
42 * Linux: `/usr/share/minetest`
43 * Windows: `<install directory>/minetest-0.4.x`
45 * Linux: `$HOME/.minetest`
46 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
50 Games are looked up from:
52 * `$path_share/games/gameid/`
53 * `$path_user/games/gameid/`
55 where `gameid` is unique to each game.
57 The game directory contains the file `game.conf`, which contains these fields:
59 name = <Human-readable full name of the game>
65 The game directory can contain the file minetest.conf, which will be used
66 to set default settings when running the particular game.
67 It can also contain a settingtypes.txt in the same format as the one in builtin.
68 This settingtypes.txt will be parsed by the menu and the settings will be displayed in the "Games" category in the settings tab.
72 Games can provide custom main menu images. They are put inside a `menu` directory inside the game directory.
74 The images are named `$identifier.png`, where `$identifier` is one of `overlay,background,footer,header`.
75 If you want to specify multiple images for one identifier, add additional images named like `$identifier.$n.png`, with an ascending number $n starting with 1,
76 and a random image will be chosen from the provided ones.
83 * `$path_share/games/gameid/mods/`
85 * `$path_user/games/gameid/mods/`
86 * `$path_user/mods/` (User-installed mods)
87 * `$worldpath/worldmods/`
89 In a run-in-place version (e.g. the distributed windows version):
91 * `minetest-0.4.x/games/gameid/mods/`
92 * `minetest-0.4.x/mods/` (User-installed mods)
93 * `minetest-0.4.x/worlds/worldname/worldmods/`
95 On an installed version on Linux:
97 * `/usr/share/minetest/games/gameid/mods/`
98 * `$HOME/.minetest/mods/` (User-installed mods)
99 * `$HOME/.minetest/worlds/worldname/worldmods`
101 Mod load path for world-specific games
102 --------------------------------------
103 It is possible to include a game in a world; in this case, no mods or
104 games are loaded or checked from anywhere else.
106 This is useful for e.g. adventure worlds.
108 This happens if the following directory exists:
112 Mods should be then be placed in:
118 Mods can be put in a subdirectory, if the parent directory, which otherwise
119 should be a mod, contains a file named `modpack.txt`. This file shall be
120 empty, except for lines starting with `#`, which are comments.
122 Mod directory structure
123 ------------------------
129 | |-- description.txt
130 | |-- settingtypes.txt
134 | | |-- modname_stuff.png
135 | | `-- modname_something_else.png
143 The location of this directory can be fetched by using
144 `minetest.get_modpath(modname)`.
147 List of mods that have to be loaded before loading this mod.
149 A single line contains a single modname.
151 Optional dependencies can be defined by appending a question mark
152 to a single modname. Their meaning is that if the specified mod
153 is missing, that does not prevent this mod from being loaded.
156 A screenshot shown in modmanager within mainmenu.
158 ### `description.txt`
159 A File containing description to be shown within mainmenu.
161 ### `settingtypes.txt`
162 A file in the same format as the one in builtin. It will be parsed by the
163 settings menu and the settings will be displayed in the "Mods" category.
166 The main Lua script. Running this script should register everything it
167 wants to register. Subsequent execution depends on minetest calling the
168 registered callbacks.
170 `minetest.setting_get(name)` and `minetest.setting_getbool(name)` can be used
171 to read custom or existing settings at load time, if necessary.
174 Models for entities or meshnodes.
176 ### `textures`, `sounds`, `media`
177 Media files (textures, sounds, whatever) that will be transferred to the
178 client and will be available for use by the mod.
180 Naming convention for registered textual names
181 ----------------------------------------------
182 Registered names should generally be in this format:
184 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
186 This is to prevent conflicting names from corrupting maps and is
187 enforced by the mod loader.
190 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
191 So the name should be `experimental:tnt`.
193 Enforcement can be overridden by prefixing the name with `:`. This can
194 be used for overriding the registrations of some other mod.
196 Example: Any mod can redefine `experimental:tnt` by using the name
201 (also that mod is required to have `experimental` as a dependency)
203 The `:` prefix can also be used for maintaining backwards compatibility.
206 Aliases can be added by using `minetest.register_alias(name, convert_to)`.
208 This will make Minetest to convert things called name to things called
211 This can be used for maintaining backwards compatibility.
213 This can be also used for setting quick access names for things, e.g. if
214 you have an item called `epiclylongmodname:stuff`, you could do
216 minetest.register_alias("stuff", "epiclylongmodname:stuff")
218 and be able to use `/giveme stuff`.
222 Mods should generally prefix their textures with `modname_`, e.g. given
223 the mod name `foomod`, a texture could be called:
227 Textures are referred to by their complete name, or alternatively by
228 stripping out the file extension:
230 * e.g. `foomod_foothing.png`
231 * e.g. `foomod_foothing`
235 There are various texture modifiers that can be used
236 to generate textures on-the-fly.
238 ### Texture overlaying
239 Textures can be overlaid by putting a `^` between them.
243 default_dirt.png^default_grass_side.png
245 `default_grass_side.png` is overlayed over `default_dirt.png`.
248 Textures can be grouped together by enclosing them in `(` and `)`.
250 Example: `cobble.png^(thing1.png^thing2.png)`
252 A texture for `thing1.png^thing2.png` is created and the resulting
253 texture is overlaid over `cobble.png`.
255 ### Advanced texture modifiers
257 #### `[crack:<n>:<p>`
258 * `<n>` = animation frame count
259 * `<p>` = current animation frame
261 Draw a step of the crack animation on the texture.
265 default_cobble.png^[crack:10:1
267 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
272 * `<file>` = texture to combine
274 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
275 specified coordinates.
279 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
282 Brightens the texture.
286 tnt_tnt_side.png^[brighten
289 Makes the texture completely opaque.
293 default_leaves.png^[noalpha
295 #### `[makealpha:<r>,<g>,<b>`
296 Convert one color to transparency.
300 default_cobble.png^[makealpha:128,128,128
303 * `<t>` = transformation(s) to apply
305 Rotates and/or flips the image.
307 `<t>` can be a number (between 0 and 7) or a transform name.
308 Rotations are counter-clockwise.
311 1 R90 rotate by 90 degrees
312 2 R180 rotate by 180 degrees
313 3 R270 rotate by 270 degrees
315 5 FXR90 flip X then rotate by 90 degrees
317 7 FYR90 flip Y then rotate by 90 degrees
321 default_stone.png^[transformFXR90
323 #### `[inventorycube{<top>{<left>{<right>`
324 `^` is replaced by `&` in texture names.
326 Create an inventory cube texture using the side textures.
330 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
332 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
333 `dirt.png^grass_side.png` textures
335 #### `[lowpart:<percent>:<file>`
336 Blit the lower `<percent>`% part of `<file>` on the texture.
340 base.png^[lowpart:25:overlay.png
342 #### `[verticalframe:<t>:<n>`
343 * `<t>` = animation frame count
344 * `<n>` = current animation frame
346 Crops the texture to a frame of a vertical animation.
350 default_torch_animated.png^[verticalframe:16:8
353 Apply a mask to the base image.
355 The mask is applied using binary AND.
357 #### `[colorize:<color>:<ratio>`
358 Colorize the textures with the given color.
359 `<color>` is specified as a `ColorString`.
360 `<ratio>` is an int ranging from 0 to 255, and specifies how much of the
361 color to apply. If ommitted, the alpha will be used.
365 Only Ogg Vorbis files are supported.
367 For positional playing of sounds, only single-channel (mono) files are
368 supported. Otherwise OpenAL will play them non-positionally.
370 Mods should generally prefix their sounds with `modname_`, e.g. given
371 the mod name "`foomod`", a sound could be called:
375 Sounds are referred to by their name with a dot, a single digit and the
376 file extension stripped out. When a sound is played, the actual sound file
377 is chosen randomly from the matching sounds.
379 When playing the sound `foomod_foosound`, the sound is chosen randomly
380 from the available ones of the following files:
382 * `foomod_foosound.ogg`
383 * `foomod_foosound.0.ogg`
384 * `foomod_foosound.1.ogg`
386 * `foomod_foosound.9.ogg`
388 Examples of sound parameter tables:
390 -- Play location-less on all clients
392 gain = 1.0, -- default
394 -- Play location-less to a player
397 gain = 1.0, -- default
399 -- Play in a location
402 gain = 1.0, -- default
403 max_hear_distance = 32, -- default, uses an euclidean metric
405 -- Play connected to an object, looped
407 object = <an ObjectRef>,
408 gain = 1.0, -- default
409 max_hear_distance = 32, -- default, uses an euclidean metric
410 loop = true, -- only sounds connected to objects can be looped
413 ### `SimpleSoundSpec`
415 * e.g. `"default_place_node"`
417 * e.g. `{name="default_place_node"}`
418 * e.g. `{name="default_place_node", gain=1.0}`
420 Registered definitions of stuff
421 -------------------------------
422 Anything added using certain `minetest.register_*` functions get added to
423 the global `minetest.registered_*` tables.
425 * `minetest.register_entity(name, prototype table)`
426 * added to `minetest.registered_entities[name]`
428 * `minetest.register_node(name, node definition)`
429 * added to `minetest.registered_items[name]`
430 * added to `minetest.registered_nodes[name]`
432 * `minetest.register_tool(name, item definition)`
433 * added to `minetest.registered_items[name]`
435 * `minetest.register_craftitem(name, item definition)`
436 * added to `minetest.registered_items[name]`
438 * `minetest.register_biome(biome definition)`
439 * returns an integer uniquely identifying the registered biome
440 * added to `minetest.registered_biome` with the key of `biome.name`
441 * if `biome.name` is nil, the key is the returned ID
443 * `minetest.register_ore(ore definition)`
444 * returns an integer uniquely identifying the registered ore
445 * added to `minetest.registered_ores` with the key of `ore.name`
446 * if `ore.name` is nil, the key is the returned ID
448 * `minetest.register_decoration(decoration definition)`
449 * returns an integer uniquely identifying the registered decoration
450 * added to `minetest.registered_decorations` with the key of `decoration.name`
451 * if `decoration.name` is nil, the key is the returned ID
453 * `minetest.register_schematic(schematic definition)`
454 * returns an integer uniquely identifying the registered schematic
455 * added to `minetest.registered_schematic` with the key of `schematic.name`
456 * if `schematic.name` is nil, the key is the returned ID
457 * if the schematic is loaded from a file, schematic.name is set to the filename
458 * if the function is called when loading the mod, and schematic.name is a relative path,
459 * then the current mod path will be prepended to the schematic filename
461 * `minetest.clear_registered_biomes()`
462 * clears all biomes currently registered
464 * `minetest.clear_registered_ores()`
465 * clears all ores currently registered
467 * `minetest.clear_registered_decorations()`
468 * clears all decorations currently registered
470 * `minetest.clear_registered_schematics()`
471 * clears all schematics currently registered
473 Note that in some cases you will stumble upon things that are not contained
474 in these tables (e.g. when a mod has been removed). Always check for
475 existence before trying to access the fields.
477 Example: If you want to check the drawtype of a node, you could do:
479 local function get_nodedef_field(nodename, fieldname)
480 if not minetest.registered_nodes[nodename] then
483 return minetest.registered_nodes[nodename][fieldname]
485 local drawtype = get_nodedef_field(nodename, "drawtype")
487 Example: `minetest.get_item_group(name, group)` has been implemented as:
489 function minetest.get_item_group(name, group)
490 if not minetest.registered_items[name] or not
491 minetest.registered_items[name].groups[group] then
494 return minetest.registered_items[name].groups[group]
499 Nodes are the bulk data of the world: cubes and other things that take the
500 space of a cube. Huge amounts of them are handled efficiently, but they
503 The definition of a node is stored and can be accessed by name in
505 minetest.registered_nodes[node.name]
507 See "Registered definitions of stuff".
509 Nodes are passed by value between Lua and the engine.
510 They are represented by a table:
512 {name="name", param1=num, param2=num}
514 `param1` and `param2` are 8-bit integers. The engine uses them for certain
515 automated functions. If you don't use these functions, you can use them to
516 store arbitrary values.
518 The functions of `param1` and `param2` are determined by certain fields in the
521 `param1` is reserved for the engine when `paramtype != "none"`:
524 ^ The value stores light with and without sun in its upper and lower 4 bits
525 respectively. Allows light to propagate from or through the node with
526 light value falling by 1 per node. This is essential for a light source
527 node to spread its light.
529 `param2` is reserved for the engine when any of these are used:
531 liquidtype == "flowing"
532 ^ The level and some flags of the liquid is stored in param2
533 drawtype == "flowingliquid"
534 ^ The drawn liquid level is read from param2
535 drawtype == "torchlike"
536 drawtype == "signlike"
537 paramtype2 == "wallmounted"
538 ^ The rotation of the node is stored in param2. You can make this value
539 by using minetest.dir_to_wallmounted().
540 paramtype2 == "facedir"
541 ^ The rotation of the node is stored in param2. Furnaces and chests are
542 rotated this way. Can be made by using minetest.dir_to_facedir().
544 facedir modulo 4 = axisdir
545 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
546 facedir's two less significant bits are rotation around the axis
547 paramtype2 == "leveled"
548 paramtype2 == "degrotate"
549 ^ The rotation of this node is stored in param2. Plants are rotated this way.
550 Values range 0 - 179. The value stored in param2 is multiplied by two to
551 get the actual rotation of the node.
555 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
558 ^ defines list of collision boxes for the node. If empty, collision boxes
559 will be the same as nodeboxes, in case of any other nodes will be full cube
560 as in the example above.
562 Nodes can also contain extra data. See "Node Metadata".
566 There are a bunch of different looking node types.
568 Look for examples in `games/minimal` or `games/minetest_game`.
576 * `glasslike_framed_optional`
578 * `allfaces_optional`
585 * `nodebox` -- See below. (**Experimental!**)
586 * `mesh` -- use models for nodes
588 `*_optional` drawtypes need less rendering time if deactivated (always client side).
592 Node selection boxes are defined using "node boxes"
594 The `nodebox` node drawtype allows defining visual of nodes consisting of
595 arbitrary number of boxes. It allows defining stuff like stairs. Only the
596 `fixed` and `leveled` box type is supported for these.
598 Please note that this is still experimental, and may be incompatibly
599 changed in the future.
601 A nodebox is defined as any of:
604 -- A normal cube; the default in most things
608 -- A fixed box (facedir param2 is used, if applicable)
610 fixed = box OR {box1, box2, ...}
613 -- A box like the selection box for torches
614 -- (wallmounted param2 is used, if applicable)
615 type = "wallmounted",
621 A `box` is defined as:
623 {x1, y1, z1, x2, y2, z2}
625 A box of a regular node would look like:
627 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
629 `type = "leveled"` is same as `type = "fixed"`, but `y2` will be automatically
630 set to level from `param2`.
635 If drawtype `mesh` is used, tiles should hold model materials textures.
636 Only static meshes are implemented.
637 For supported model formats see Irrlicht engine documentation.
642 Noise Parameters, or commonly called "`NoiseParams`", define the properties of
646 Offset that the noise is translated by (i.e. added) after calculation.
649 Factor that the noise is scaled by (i.e. multiplied) after calculation.
652 Vector containing values by which each coordinate is divided by before calculation.
653 Higher spread values result in larger noise features.
655 A value of `{x=250, y=250, z=250}` is common.
658 Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
659 In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
662 Number of times the noise gradient is accumulated into the noise.
664 Increase this number to increase the amount of detail in the resulting noise.
666 A value of `6` is common.
669 Factor by which the effect of the noise gradient function changes with each successive octave.
671 Values less than `1` make the details of successive octaves' noise diminish, while values
672 greater than `1` make successive octaves stronger.
674 A value of `0.6` is common.
677 Factor by which the noise feature sizes change with each successive octave.
679 A value of `2.0` is common.
682 Leave this field unset for no special handling.
684 Currently supported are `defaults`, `eased` and `absvalue`.
687 Specify this if you would like to keep auto-selection of eased/not-eased while specifying
691 Maps noise gradient values onto a quintic S-curve before performing interpolation.
692 This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
693 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
696 Accumulates the absolute value of each noise gradient result.
698 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
702 spread = {x=500, y=500, z=500},
707 flags = "defaults, absvalue"
709 ^ A single noise parameter table can be used to get 2D or 3D noise,
710 when getting 2D noise spread.z is ignored.
715 These tell in what manner the ore is generated.
717 All default ores are of the uniformly-distributed scatter type.
720 Randomly chooses a location and generates a cluster of ore.
722 If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
723 that point is greater than the `noise_threshold`, giving the ability to create
724 a non-equal distribution of ore.
727 Creates a sheet of ore in a blob shape according to the 2D perlin noise
728 described by `noise_params` and `noise_threshold`. This is essentially an
729 improved version of the so-called "stratus" ore seen in some unofficial mods.
731 This sheet consists of vertical columns of uniform randomly distributed height,
732 varying between the inclusive range `column_height_min` and `column_height_max`.
733 If `column_height_min` is not specified, this parameter defaults to 1.
734 If `column_height_max` is not specified, this parameter defaults to `clust_size`
735 for reverse compatibility. New code should prefer `column_height_max`.
737 The `column_midpoint_factor` parameter controls the position of the column at which
738 ore eminates from. If 1, columns grow upward. If 0, columns grow downward. If 0.5,
739 columns grow equally starting from each direction. `column_midpoint_factor` is a
740 decimal number ranging in value from 0 to 1. If this parameter is not specified,
743 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this ore type.
746 Creates a sheet of ore in a cloud-like puff shape.
748 As with the `sheet` ore type, the size and shape of puffs are described by
749 `noise_params` and `noise_threshold` and are placed at random vertical positions
750 within the currently generated chunk.
752 The vertical top and bottom displacement of each puff are determined by the noise
753 parameters `np_puff_top` and `np_puff_bottom`, respectively.
757 Creates a deformed sphere of ore according to 3d perlin noise described by
758 `noise_params`. The maximum size of the blob is `clust_size`, and
759 `clust_scarcity` has the same meaning as with the `scatter` type.
762 Creates veins of ore varying in density by according to the intersection of two
763 instances of 3d perlin noise with diffferent seeds, both described by
764 `noise_params`. `random_factor` varies the influence random chance has on
765 placement of an ore inside the vein, which is `1` by default. Note that
766 modifying this parameter may require adjusting `noise_threshold`.
767 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
768 by this ore type. This ore type is difficult to control since it is sensitive
769 to small changes. The following is a decent set of parameters to work from:
774 spread = {x=200, y=200, z=200},
780 noise_threshold = 1.6
782 WARNING: Use this ore type *very* sparingly since it is ~200x more
783 computationally expensive than any other ore.
787 See section "Flag Specifier Format".
789 Currently supported flags: `absheight`
792 Also produce this same ore between the height range of `-y_max` and `-y_min`.
794 Useful for having ore in sky realms without having to duplicate ore entries.
797 If set, puff ore generation will not taper down large differences in displacement
798 when approaching the edge of a puff. This flag has no effect for ore types other
801 ### `puff_additive_composition`
802 By default, when noise described by `np_puff_top` or `np_puff_bottom` results in a
803 negative displacement, the sub-column at that point is not generated. With this
804 attribute set, puff ore generation will instead generate the absolute difference in
805 noise displacement values. This flag has no effect for ore types other than `puff`.
809 The varying types of decorations that can be placed.
812 Creates a 1 times `H` times 1 column of a specified node (or a random node from
813 a list, if a decoration list is specified). Can specify a certain node it must
814 spawn next to, such as water or lava, for example. Can also generate a
815 decoration of random height between a specified lower and upper bound.
816 This type of decoration is intended for placement of grass, flowers, cacti,
817 papyri, waterlilies and so on.
820 Copies a box of `MapNodes` from a specified schematic file (or raw description).
821 Can specify a probability of a node randomly appearing when placed.
822 This decoration type is intended to be used for multi-node sized discrete
823 structures, such as trees, cave spikes, rocks, and so on.
828 A schematic specifier identifies a schematic by either a filename to a
829 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
830 in the form of a table. This table specifies the following fields:
832 * The `size` field is a 3D vector containing the dimensions of the provided schematic. (required)
833 * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th vertical slice
834 of the schematic to have a `prob / 256 * 100` chance of occuring. (default: 255)
835 * The `data` field is a flat table of MapNode tables making up the schematic,
836 in the order of `[z [y [x]]]`. (required)
837 Each MapNode table contains:
838 * `name`: the name of the map node to place (required)
839 * `prob` (alias `param1`): the probability of this node being placed (default: 255)
840 * `param2`: the raw param2 value of the node being placed onto the map (default: 0)
841 * `force_place`: boolean representing if the node should forcibly overwrite any
842 previous contents (default: false)
844 About probability values:
845 * A probability value of `0` or `1` means that node will never appear (0% chance).
846 * A probability value of `254` or `255` means the node will always appear (100% chance).
847 * If the probability value `p` is greater than `1`, then there is a
848 `(p / 256 * 100)` percent chance that node will appear when the schematic is
854 See section "Flag Specifier Format".
856 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
859 * `place_center_x`: Placement of this decoration is centered along the X axis.
860 * `place_center_y`: Placement of this decoration is centered along the Y axis.
861 * `place_center_z`: Placement of this decoration is centered along the Z axis.
862 * `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
867 The position field is used for all element types.
869 To account for differing resolutions, the position coordinates are the percentage
870 of the screen, ranging in value from `0` to `1`.
872 The name field is not yet used, but should contain a description of what the
873 HUD element represents. The direction field is the direction in which something
876 `0` draws from left to right, `1` draws from right to left, `2` draws from
877 top to bottom, and `3` draws from bottom to top.
879 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
880 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
881 Fractional values can be used.
883 The `offset` field specifies a pixel offset from the position. Contrary to position,
884 the offset is not scaled to screen size. This allows for some precisely-positioned
887 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
889 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
891 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
892 in the experimental stages.
895 Displays an image on the HUD.
897 * `scale`: The scale of the image, with 1 being the original texture size.
898 Only the X coordinate scale is used (positive values).
899 Negative values represent that percentage of the screen it
900 should take; e.g. `x=-100` means 100% (width).
901 * `text`: The name of the texture that is displayed.
902 * `alignment`: The alignment of the image.
903 * `offset`: offset in pixels from position.
906 Displays text on the HUD.
908 * `scale`: Defines the bounding rectangle of the text.
909 A value such as `{x=100, y=100}` should work.
910 * `text`: The text to be displayed in the HUD element.
911 * `number`: An integer containing the RGB value of the color used to draw the text.
912 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
913 * `alignment`: The alignment of the text.
914 * `offset`: offset in pixels from position.
917 Displays a horizontal bar made up of half-images.
919 * `text`: The name of the texture that is used.
920 * `number`: The number of half-textures that are displayed.
921 If odd, will end with a vertically center-split texture.
923 * `offset`: offset in pixels from position.
924 * `size`: If used, will force full-image size to this value (override texture pack image size)
927 * `text`: The name of the inventory list to be displayed.
928 * `number`: Number of items in the inventory to be displayed.
929 * `item`: Position of item that is selected.
933 Displays distance to selected world position.
935 * `name`: The name of the waypoint.
936 * `text`: Distance suffix. Can be blank.
937 * `number:` An integer containing the RGB value of the color used to draw the text.
938 * `world_pos`: World position of the waypoint.
940 Representations of simple things
941 --------------------------------
945 {x=num, y=num, z=num}
947 For helper functions see "Vector helpers".
951 * `{type="node", under=pos, above=pos}`
952 * `{type="object", ref=ObjectRef}`
954 Flag Specifier Format
955 ---------------------
956 Flags using the standardized flag specifier format can be specified in either of
957 two ways, by string or table.
959 The string format is a comma-delimited set of flag names; whitespace and
960 unrecognized flag fields are ignored. Specifying a flag in the string sets the
961 flag, and specifying a flag prefixed by the string `"no"` explicitly
962 clears the flag from whatever the default may be.
964 In addition to the standard string flag format, the schematic flags field can
965 also be a table of flag names to boolean values representing whether or not the
966 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
967 is present, mapped to a boolean of any value, the specified flag is unset.
969 E.g. A flag field of value
971 {place_center_x = true, place_center_y=false, place_center_z=true}
975 {place_center_x = true, noplace_center_y=true, place_center_z=true}
977 which is equivalent to
979 "place_center_x, noplace_center_y, place_center_z"
983 "place_center_x, place_center_z"
985 since, by default, no schematic attributes are set.
991 There are three kinds of items: nodes, tools and craftitems.
993 * Node (`register_node`): A node from the world.
994 * Tool (`register_tool`): A tool/weapon that can dig and damage
995 things according to `tool_capabilities`.
996 * Craftitem (`register_craftitem`): A miscellaneous item.
999 Items and item stacks can exist in three formats: Serializes, table format
1003 This is called "stackstring" or "itemstring":
1005 * e.g. `'default:dirt 5'`
1006 * e.g. `'default:pick_wood 21323'`
1007 * e.g. `'default:apple'`
1014 {name="default:dirt", count=5, wear=0, metadata=""}
1016 A wooden pick about 1/3 worn out:
1018 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1022 {name="default:apple", count=1, wear=0, metadata=""}
1025 A native C++ format with many helper methods. Useful for converting
1026 between formats. See the Class reference section for details.
1028 When an item must be passed to a function, it can usually be in any of
1034 In a number of places, there is a group table. Groups define the
1035 properties of a thing (item, node, armor of entity, capabilities of
1036 tool) in such a way that the engine and other mods can can interact with
1037 the thing without actually knowing what the thing is.
1040 Groups are stored in a table, having the group names with keys and the
1041 group ratings as values. For example:
1043 groups = {crumbly=3, soil=1}
1046 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1047 -- ^ A more special dirt-kind of thing
1049 Groups always have a rating associated with them. If there is no
1050 useful meaning for a rating for an enabled group, it shall be `1`.
1052 When not defined, the rating of a group defaults to `0`. Thus when you
1053 read groups, you must interpret `nil` and `0` as the same value, `0`.
1055 You can read the rating of a group for an item or a node by using
1057 minetest.get_item_group(itemname, groupname)
1060 Groups of items can define what kind of an item it is (e.g. wool).
1063 In addition to the general item things, groups are used to define whether
1064 a node is destroyable and how long it takes to destroy by a tool.
1066 ### Groups of entities
1067 For entities, groups are, as of now, used only for calculating damage.
1068 The rating is the percentage of damage caused by tools with this damage group.
1069 See "Entity damage mechanism".
1071 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1072 object.set_armor_groups({fleshy=30, cracky=80})
1075 Groups in tools define which groups of nodes and entities they are
1078 ### Groups in crafting recipes
1079 An example: Make meat soup from any meat, any water and any bowl:
1082 output = 'food:meat_soup_raw',
1088 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1091 Another example: Make red wool from white wool and red dye:
1095 output = 'wool:red',
1096 recipe = {'wool:white', 'group:dye,basecolor_red'},
1100 * `immortal`: Disables the group damage system for an entity
1101 * `level`: Can be used to give an additional sense of progression in the game.
1102 * A larger level will cause e.g. a weapon of a lower level make much less
1103 damage, and get worn out much faster, or not be able to get drops
1104 from destroyed nodes.
1105 * `0` is something that is directly accessible at the start of gameplay
1106 * There is no upper limit
1107 * `dig_immediate`: (player can always pick up node without tool wear)
1108 * `2`: node is removed without tool wear after 0.5 seconds or so
1110 * `3`: node is removed without tool wear immediately (torch)
1111 * `disable_jump`: Player (and possibly other things) cannot jump from node
1112 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1113 * `bouncy`: value is bounce speed in percent
1114 * `falling_node`: if there is no walkable block under the node it will fall
1115 * `attached_node`: if the node under it is not a walkable block the node will be
1116 dropped as an item. If the node is wallmounted the wallmounted direction is
1118 * `soil`: saplings will grow on nodes in this group
1119 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1120 connect to each other
1122 ### Known damage and digging time defining groups
1123 * `crumbly`: dirt, sand
1124 * `cracky`: tough but crackable stuff like stone.
1125 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1126 plants, wire, sheets of metal
1127 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1128 * `fleshy`: Living things like animals and the player. This could imply
1129 some blood effects when hitting.
1130 * `explody`: Especially prone to explosions
1131 * `oddly_breakable_by_hand`:
1132 Can be added to nodes that shouldn't logically be breakable by the
1133 hand but are. Somewhat similar to `dig_immediate`, but times are more
1134 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1135 speed of a tool if the tool can dig at a faster speed than this
1136 suggests for the hand.
1138 ### Examples of custom groups
1139 Item groups are often used for defining, well, _groups of items_.
1140 * `meat`: any meat-kind of a thing (rating might define the size or healing
1141 ability or be irrelevant -- it is not defined as of yet)
1142 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1144 * `flammable`: can be set on fire. Rating might define the intensity of the
1145 fire, affecting e.g. the speed of the spreading of an open fire.
1146 * `wool`: any wool (any origin, any color)
1147 * `metal`: any metal
1148 * `weapon`: any weapon
1149 * `heavy`: anything considerably heavy
1151 ### Digging time calculation specifics
1152 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1153 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1154 faster digging time.
1156 The `level` group is used to limit the toughness of nodes a tool can dig
1157 and to scale the digging times / damage to a greater extent.
1159 **Please do understand this**, otherwise you cannot use the system to it's
1162 Tools define their properties by a list of parameters for groups. They
1163 cannot dig other groups; thus it is important to use a standard bunch of
1164 groups to enable interaction with tools.
1166 #### Tools definition
1169 * Full punch interval
1170 * Maximum drop level
1171 * For an arbitrary list of groups:
1172 * Uses (until the tool breaks)
1173 * Maximum level (usually `0`, `1`, `2` or `3`)
1177 #### Full punch interval
1178 When used as a weapon, the tool will do full damage if this time is spent
1179 between punches. If e.g. half the time is spent, the tool will do half
1182 #### Maximum drop level
1183 Suggests the maximum level of node, when dug with the tool, that will drop
1184 it's useful item. (e.g. iron ore to drop a lump of iron).
1186 This is not automated; it is the responsibility of the node definition
1190 Determines how many uses the tool has when it is used for digging a node,
1191 of this group, of the maximum level. For lower leveled nodes, the use count
1192 is multiplied by `3^leveldiff`.
1194 * `uses=10, leveldiff=0`: actual uses: 10
1195 * `uses=10, leveldiff=1`: actual uses: 30
1196 * `uses=10, leveldiff=2`: actual uses: 90
1199 Tells what is the maximum level of a node of this group that the tool will
1203 List of digging times for different ratings of the group, for nodes of the
1206 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1207 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1208 for this group, and unable to dig the rating `1`, which is the toughest.
1209 Unless there is a matching group that enables digging otherwise.
1212 List of damage for groups of entities. See "Entity damage mechanism".
1214 #### Example definition of the capabilities of a tool
1216 tool_capabilities = {
1217 full_punch_interval=1.5,
1220 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1222 damage_groups = {fleshy=2},
1225 This makes the tool be able to dig nodes that fulfil both of these:
1227 * Have the `crumbly` group
1228 * Have a `level` group less or equal to `2`
1230 Table of resulting digging times:
1232 crumbly 0 1 2 3 4 <- level
1234 1 0.80 1.60 1.60 - -
1235 2 0.60 1.20 1.20 - -
1236 3 0.40 0.80 0.80 - -
1238 level diff: 2 1 0 -1 -2
1240 Table of resulting tool uses:
1249 * At `crumbly==0`, the node is not diggable.
1250 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1251 easy nodes to be quickly breakable.
1252 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1254 Entity damage mechanism
1255 -----------------------
1259 foreach group in cap.damage_groups:
1260 damage += cap.damage_groups[group] * limit(actual_interval /
1261 cap.full_punch_interval, 0.0, 1.0)
1262 * (object.armor_groups[group] / 100.0)
1263 -- Where object.armor_groups[group] is 0 for inexistent values
1266 Client predicts damage based on damage groups. Because of this, it is able to
1267 give an immediate response when an entity is damaged or dies; the response is
1268 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1270 Currently a smoke puff will appear when an entity dies.
1272 The group `immortal` completely disables normal damage.
1274 Entities can define a special armor group, which is `punch_operable`. This
1275 group disables the regular damage mechanism for players punching it by hand or
1276 a non-tool item, so that it can do something else than take damage.
1278 On the Lua side, every punch calls:
1280 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
1282 This should never be called directly, because damage is usually not handled by
1285 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1286 accessed unless absolutely required, to encourage interoperability.
1287 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1288 * `tool_capabilities` can be `nil`.
1289 * `direction` is a unit vector, pointing from the source of the punch to
1292 To punch an entity/object in Lua, call:
1294 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1296 * Return value is tool wear.
1297 * Parameters are equal to the above callback.
1298 * If `direction` equals `nil` and `puncher` does not equal `nil`,
1299 `direction` will be automatically filled in based on the location of `puncher`.
1303 The instance of a node in the world normally only contains the three values
1304 mentioned in "Nodes". However, it is possible to insert extra data into a
1305 node. It is called "node metadata"; See "`NodeMetaRef`".
1307 Metadata contains two things:
1312 Some of the values in the key-value store are handled specially:
1314 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1315 * `infotext`: Text shown on the screen when the node is pointed at
1319 local meta = minetest.get_meta(pos)
1320 meta:set_string("formspec",
1322 "list[context;main;0,0;8,4;]"..
1323 "list[current_player;main;0,5;8,4;]")
1324 meta:set_string("infotext", "Chest");
1325 local inv = meta:get_inventory()
1326 inv:set_size("main", 8*4)
1327 print(dump(meta:to_table()))
1330 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1331 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1332 [10] = "", [11] = "", [12] = "", [13] = "",
1333 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1334 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1335 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1336 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1340 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1347 Formspec defines a menu. Currently not much else than inventories are
1348 supported. It is a string, with a somewhat strange format.
1350 Spaces and newlines can be inserted between the blocks, as is used in the
1358 list[context;main;0,0;8,4;]
1359 list[current_player;main;0,5;8,4;]
1364 list[context;fuel;2,3;1,1;]
1365 list[context;src;2,1;1,1;]
1366 list[context;dst;5,1;2,2;]
1367 list[current_player;main;0,5;8,4;]
1369 #### Minecraft-like player inventory
1372 image[1,0.6;1,2;player.png]
1373 list[current_player;main;0,3.5;8,4;]
1374 list[current_player;craft;3,0;3,3;]
1375 list[current_player;craftpreview;7,1;1,1;]
1379 #### `size[<W>,<H>,<fixed_size>]`
1380 * Define the size of the menu in inventory slots
1381 * `fixed_size`: `true`/`false` (optional)
1382 * deprecated: `invsize[<W>,<H>;]`
1384 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1385 * Show an inventory list
1387 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1388 * Show an inventory list
1390 #### `listring[<inventory location>;<list name>]`
1391 * Allows to create a ring of inventory lists
1392 * Shift-clicking on items in one element of the ring
1393 * will send them to the next inventory list inside the ring
1394 * The first occurrence of an element inside the ring will
1395 * determine the inventory where items will be sent to
1398 * Shorthand for doing `listring[<inventory location>;<list name>]`
1399 * for the last two inventory lists added by list[...]
1401 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1402 * Sets background color of slots as `ColorString`
1403 * Sets background color of slots on mouse hovering
1405 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1406 * Sets background color of slots as `ColorString`
1407 * Sets background color of slots on mouse hovering
1408 * Sets color of slots border
1410 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1411 * Sets background color of slots as `ColorString`
1412 * Sets background color of slots on mouse hovering
1413 * Sets color of slots border
1414 * Sets default background color of tooltips
1415 * Sets default font color of tooltips
1417 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]`
1418 * Adds tooltip for an element
1419 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1420 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1422 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1424 * Position and size units are inventory slots
1426 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1427 * Show an inventory image of registered item/node
1428 * Position and size units are inventory slots
1430 #### `bgcolor[<color>;<fullscreen>]`
1431 * Sets background color of formspec as `ColorString`
1432 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
1434 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1435 * Use a background. Inventory rectangles are not drawn then.
1436 * Position and size units are inventory slots
1437 * Example for formspec 8x4 in 16x resolution: image shall be sized
1438 8 times 16px times 4 times 16px.
1440 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1441 * Use a background. Inventory rectangles are not drawn then.
1442 * Position and size units are inventory slots
1443 * Example for formspec 8x4 in 16x resolution:
1444 image shall be sized 8 times 16px times 4 times 16px
1445 * If `true` the background is clipped to formspec size
1446 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1448 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1449 * Textual password style field; will be sent to server when a button is clicked
1450 * `x` and `y` position the field relative to the top left of the menu
1451 * `w` and `h` are the size of the field
1452 * fields are a set height, but will be vertically centred on `h`
1453 * Position and size units are inventory slots
1454 * `name` is the name of the field as returned in fields to `on_receive_fields`
1455 * `label`, if not blank, will be text printed on the top left above the field
1457 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1458 * Textual field; will be sent to server when a button is clicked
1459 * `x` and `y` position the field relative to the top left of the menu
1460 * `w` and `h` are the size of the field
1461 * fields are a set height, but will be vertically centred on `h`
1462 * Position and size units are inventory slots
1463 * `name` is the name of the field as returned in fields to `on_receive_fields`
1464 * `label`, if not blank, will be text printed on the top left above the field
1465 * `default` is the default value of the field
1466 * `default` may contain variable references such as `${text}'` which
1467 will fill the value from the metadata value `text`
1468 * **Note**: no extra text or more than a single variable is supported ATM.
1470 #### `field[<name>;<label>;<default>]`
1471 * as above, but without position/size units
1472 * special field for creating simple forms, such as sign text input
1473 * must be used without a `size[]` element
1474 * a "Proceed" button will be added automatically
1476 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1477 * same as fields above, but with multi-line input
1479 #### `label[<X>,<Y>;<label>]`
1480 * `x` and `y` work as per field
1481 * `label` is the text on the label
1482 * Position and size units are inventory slots
1484 #### `vertlabel[<X>,<Y>;<label>]`
1485 * Textual label drawn vertically
1486 * `x` and `y` work as per field
1487 * `label` is the text on the label
1488 * Position and size units are inventory slots
1490 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
1491 * Clickable button. When clicked, fields will be sent.
1492 * `x`, `y` and `name` work as per field
1493 * `w` and `h` are the size of the button
1494 * `label` is the text on the button
1495 * Position and size units are inventory slots
1497 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1498 * `x`, `y`, `w`, `h`, and `name` work as per button
1499 * `texture name` is the filename of an image
1500 * Position and size units are inventory slots
1502 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
1503 * `x`, `y`, `w`, `h`, and `name` work as per button
1504 * `texture name` is the filename of an image
1505 * Position and size units are inventory slots
1506 * `noclip=true` means the image button doesn't need to be within specified formsize
1507 * `drawborder`: draw button border or not
1508 * `pressed texture name` is the filename of an image on pressed state
1510 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
1511 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
1512 * `item name` is the registered name of an item/node,
1513 tooltip will be made out of its description
1514 to override it use tooltip element
1515 * Position and size units are inventory slots
1517 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
1518 * When clicked, fields will be sent and the form will quit.
1520 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1521 * When clicked, fields will be sent and the form will quit.
1523 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
1524 * Scrollable item list showing arbitrary text elements
1525 * `x` and `y` position the itemlist relative to the top left of the menu
1526 * `w` and `h` are the size of the itemlist
1527 * `name` fieldname sent to server on doubleclick value is current selected element
1528 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
1529 * if you want a listelement to start with "#" write "##".
1531 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
1532 * Scrollable itemlist showing arbitrary text elements
1533 * `x` and `y` position the item list relative to the top left of the menu
1534 * `w` and `h` are the size of the item list
1535 * `name` fieldname sent to server on doubleclick value is current selected element
1536 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
1537 * if you want a listelement to start with "#" write "##"
1538 * index to be selected within textlist
1539 * `true`/`false`: draw transparent background
1540 * see also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
1542 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
1543 * show a tab**header** at specific position (ignores formsize)
1544 * `x` and `y` position the itemlist relative to the top left of the menu
1545 * `name` fieldname data is transferred to Lua
1546 * `caption 1`...: name shown on top of tab
1547 * `current_tab`: index of selected tab 1...
1548 * `transparent` (optional): show transparent
1549 * `draw_border` (optional): draw border
1551 #### `box[<X>,<Y>;<W>,<H>;<color>]`
1552 * simple colored semitransparent box
1553 * `x` and `y` position the box relative to the top left of the menu
1554 * `w` and `h` are the size of box
1555 * `color` is color specified as a `ColorString`
1557 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
1558 * show a dropdown field
1559 * **Important note**: There are two different operation modes:
1560 1. handle directly on change (only changed dropdown is submitted)
1561 2. read the value on pressing a button (all dropdown values are available)
1562 * `x` and `y` position of dropdown
1564 * fieldname data is transferred to Lua
1565 * items to be shown in dropdown
1566 * index of currently selected dropdown item
1568 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>;<tooltip>]`
1570 * `x` and `y`: position of checkbox
1571 * `name` fieldname data is transferred to Lua
1572 * `label` to be shown left of checkbox
1573 * `selected` (optional): `true`/`false`
1574 * `tooltip` (optional)
1576 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
1578 * there are two ways to use it:
1579 1. handle the changed event (only changed scrollbar is available)
1580 2. read the value on pressing a button (all scrollbars are available)
1581 * `x` and `y`: position of trackbar
1582 * `w` and `h`: width and height
1583 * `orientation`: `vertical`/`horizontal`
1584 * fieldname data is transferred to Lua
1585 * value this trackbar is set to (`0`-`1000`)
1586 * see also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
1588 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
1589 * show scrollable table using options defined by the previous `tableoptions[]`
1590 * displays cells as defined by the previous `tablecolumns[]`
1591 * `x` and `y`: position the itemlist relative to the top left of the menu
1592 * `w` and `h` are the size of the itemlist
1593 * `name`: fieldname sent to server on row select or doubleclick
1594 * `cell 1`...`cell n`: cell contents given in row-major order
1595 * `selected idx`: index of row to be selected within table (first row = `1`)
1596 * see also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
1598 #### `tableoptions[<opt 1>;<opt 2>;...]`
1599 * sets options for `table[]`
1601 * default text color (`ColorString`), defaults to `#FFFFFF`
1602 * `background=#RRGGBB`
1603 * table background color (`ColorString`), defaults to `#000000`
1604 * `border=<true/false>`
1605 * should the table be drawn with a border? (default: `true`)
1606 * `highlight=#RRGGBB`
1607 * highlight background color (`ColorString`), defaults to `#466432`
1608 * `highlight_text=#RRGGBB`
1609 * highlight text color (`ColorString`), defaults to `#FFFFFF`
1610 * `opendepth=<value>`
1611 * all subtrees up to `depth < value` are open (default value = `0`)
1612 * only useful when there is a column of type "tree"
1614 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
1615 * sets columns for `table[]`
1616 * types: `text`, `image`, `color`, `indent`, `tree`
1617 * `text`: show cell contents as text
1618 * `image`: cell contents are an image index, use column options to define images
1619 * `color`: cell contents are a ColorString and define color of following cell
1620 * `indent`: cell contents are a number and define indentation of following cell
1621 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
1624 * for `text` and `image`: content alignment within cells.
1625 Available values: `left` (default), `center`, `right`, `inline`
1627 * for `text` and `image`: minimum width in em (default: `0`)
1628 * for `indent` and `tree`: indent width in em (default: `1.5`)
1629 * `padding=<value>`: padding left of the column, in em (default `0.5`).
1630 Exception: defaults to 0 for indent columns
1631 * `tooltip=<value>`: tooltip text (default: empty)
1632 * `image` column options:
1633 * `0=<value>` sets image for image index 0
1634 * `1=<value>` sets image for image index 1
1635 * `2=<value>` sets image for image index 2
1636 * and so on; defined indices need not be contiguous empty or
1637 non-numeric cells are treated as `0`.
1638 * `color` column options:
1639 * `span=<value>`: number of following columns to affect (default: infinite)
1641 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
1642 pass key press events to formspec!
1646 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
1647 * `"current_player"`: Player to whom the menu is shown
1648 * `"player:<name>"`: Any player
1649 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
1650 * `"detached:<name>"`: A detached inventory
1654 `#RGB` defines a color in hexadecimal format.
1656 `#RGBA` defines a color in hexadecimal format and alpha channel.
1658 `#RRGGBB` defines a color in hexadecimal format.
1660 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
1662 Named colors are also supported and are equivalent to
1663 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
1664 To specify the value of the alpha channel, append `#AA` to the end of the color name
1665 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
1666 value must (always) be two hexadecimal digits.
1670 A ColorSpec specifies a 32-bit color. It can be written in either:
1671 table form, each element ranging from 0..255 (a, if absent, defaults to 255):
1672 `colorspec = {a=255, r=0, g=255, b=0}`
1673 numerical form, the raw integer value of an ARGB8 quad:
1674 `colorspec = 0xFF00FF00`
1675 or string form, a ColorString (defined above):
1676 `colorspec = "green"`
1681 * `vector.new([x[, y, z]])`: returns a vector.
1682 * `x` is a table or the `x` position.
1684 * `vector.direction(p1, p2)`: returns a vector
1685 * `vector.distance(p1, p2)`: returns a number
1686 * `vector.length(v)`: returns a number
1687 * `vector.normalize(v)`: returns a vector
1688 * `vector.round(v)`: returns a vector
1689 * `vector.apply(v, func)`: returns a vector
1690 * `vector.equals(v1, v2)`: returns a boolean
1692 For the following functions `x` can be either a vector or a number:
1694 * `vector.add(v, x)`: returns a vector
1695 * `vector.subtract(v, x)`: returns a vector
1696 * `vector.multiply(v, x)`: returns a scaled vector or Schur product
1697 * `vector.divide(v, x)`: returns a scaled vector or Schur quotient
1701 * `dump2(obj, name="_", dumped={})`
1702 * Return object serialized as a string, handles reference loops
1703 * `dump(obj, dumped={})`
1704 * Return object serialized as a string
1705 * `math.hypot(x, y)`
1706 * Get the hypotenuse of a triangle with legs x and y.
1707 Useful for distance calculation.
1708 * `math.sign(x, tolerance)`
1709 * Get the sign of a number.
1710 Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
1711 * `string.split(str, separator=",", include_empty=false, max_splits=-1,
1712 * sep_is_pattern=false)`
1713 * If `max_splits` is negative, do not limit splits.
1714 * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
1715 * e.g. `string:split("a,b", ",") == {"a","b"}`
1717 * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
1718 * `minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))`: returns `"(X,Y,Z)"`
1719 * Convert position to a printable string
1720 Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place.
1721 * `minetest.string_to_pos(string)`: returns a position
1722 * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
1723 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
1724 * Converts a string representing an area box into two positions
1725 * `minetest.formspec_escape(string)`: returns a string
1726 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
1727 * `minetest.is_yes(arg)`
1728 * returns whether `arg` can be interpreted as yes
1729 * `minetest.get_us_time()`
1730 * returns time with microsecond precision. May not return wall time.
1731 * `table.copy(table)`: returns a table
1732 * returns a deep copy of `table`
1734 `minetest` namespace reference
1735 ------------------------------
1739 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
1740 * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
1741 * Useful for loading additional `.lua` modules or static data from mod
1742 * `minetest.get_modnames()`: returns a list of installed mods
1743 * Return a list of installed mods, sorted alphabetically
1744 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
1745 * Useful for storing custom data
1746 * `minetest.is_singleplayer()`
1747 * `minetest.features`
1748 * Table containing API feature flags: `{foo=true, bar=true}`
1749 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
1750 * `arg`: string or table in format `{foo=true, bar=true}`
1751 * `missing_features`: `{foo=true, bar=true}`
1752 * `minetest.get_player_information(player_name)`: returns a table containing
1753 information about player. Example return value:
1755 address = "127.0.0.1", -- IP address of client
1756 ip_version = 4, -- IPv4 / IPv6
1757 min_rtt = 0.01, -- minimum round trip time
1758 max_rtt = 0.2, -- maximum round trip time
1759 avg_rtt = 0.02, -- average round trip time
1760 min_jitter = 0.01, -- minimum packet time jitter
1761 max_jitter = 0.5, -- maximum packet time jitter
1762 avg_jitter = 0.03, -- average packet time jitter
1763 connection_uptime = 200, -- seconds since client connected
1765 -- following information is available on debug build only!!!
1766 -- DO NOT USE IN MODS
1767 --ser_vers = 26, -- serialization version used by client
1768 --prot_vers = 23, -- protocol version used by client
1769 --major = 0, -- major version number
1770 --minor = 4, -- minor version number
1771 --patch = 10, -- patch version number
1772 --vers_string = "0.4.9-git", -- full version string
1773 --state = "Active" -- current client state
1775 * `minetest.mkdir(path)`: returns success.
1776 * Creates a directory specified by `path`, creating parent directories
1777 if they don't exist.
1778 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
1780 * nil: return all entries,
1781 * true: return only subdirectory names, or
1782 * false: return only file names.
1785 * `minetest.debug(...)`
1786 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
1787 * `minetest.log([level,] text)`
1788 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
1789 `"info"`, or `"verbose"`. Default is `"none"`.
1791 ### Registration functions
1792 Call these functions only at load time!
1794 * `minetest.register_entity(name, prototype table)`
1795 * `minetest.register_abm(abm definition)`
1796 * `minetest.register_lbm(lbm definition)`
1797 * `minetest.register_node(name, node definition)`
1798 * `minetest.register_tool(name, item definition)`
1799 * `minetest.register_craftitem(name, item definition)`
1800 * `minetest.register_alias(name, convert_to)`
1801 * `minetest.register_craft(recipe)`
1802 * `minetest.register_ore(ore definition)`
1803 * `minetest.register_decoration(decoration definition)`
1804 * `minetest.override_item(name, redefinition)`
1805 * Overrides fields of an item registered with register_node/tool/craftitem.
1806 * Note: Item must already be defined, (opt)depend on the mod defining it.
1807 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
1809 * `minetest.clear_registered_ores()`
1810 * `minetest.clear_registered_decorations()`
1812 ### Global callback registration functions
1813 Call these functions only at load time!
1815 * `minetest.register_globalstep(func(dtime))`
1816 * Called every server step, usually interval of 0.1s
1817 * `minetest.register_on_shutdown(func())`
1818 * Called before server shutdown
1819 * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
1820 callbacks **will likely not be run**. Data should be saved at
1821 semi-frequent intervals as well as on server shutdown.
1822 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
1823 * Called when a node has been placed
1824 * If return `true` no item is taken from `itemstack`
1825 * **Not recommended**; use `on_construct` or `after_place_node` in node definition
1827 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
1828 * Called when a node has been dug.
1829 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
1831 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
1832 * Called when a node is punched
1833 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
1834 * Called after generating a piece of world. Modifying nodes inside the area
1835 is a bit faster than usually.
1836 * `minetest.register_on_newplayer(func(ObjectRef))`
1837 * Called after a new player has been created
1838 * `minetest.register_on_dieplayer(func(ObjectRef))`
1839 * Called when a player dies
1840 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
1841 * Called when a player is punched
1842 * `player` - ObjectRef - Player that was punched
1843 * `hitter` - ObjectRef - Player that hit
1844 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil)
1845 * `tool_capabilities`: capability table of used tool (can be nil)
1846 * `dir`: unit vector of direction of punch. Always defined. Points from
1847 the puncher to the punched.
1848 * `damage` - number that represents the damage calculated by the engine
1849 * should return `true` to prevent the default damage mechanism
1850 * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
1851 * Called when the player gets damaged or healed
1852 * `player`: ObjectRef of the player
1853 * `hp_change`: the amount of change. Negative when it is damage.
1854 * `modifier`: when true, the function should return the actual hp_change.
1855 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
1856 modifiers can return true as a second argument to stop the execution of further functions.
1857 * `minetest.register_on_respawnplayer(func(ObjectRef))`
1858 * Called when player is to be respawned
1859 * Called _before_ repositioning of player occurs
1860 * return true in func to disable regular player placement
1861 * `minetest.register_on_prejoinplayer(func(name, ip))`
1862 * Called before a player joins the game
1863 * If it returns a string, the player is disconnected with that string as reason
1864 * `minetest.register_on_joinplayer(func(ObjectRef))`
1865 * Called when a player joins the game
1866 * `minetest.register_on_leaveplayer(func(ObjectRef))`
1867 * Called when a player leaves the game
1868 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
1869 * Called when a player cheats
1870 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
1871 * `"moved_too_fast"`
1872 * `"interacted_too_far"`
1873 * `"finished_unknown_dig"`
1876 * `minetest.register_on_chat_message(func(name, message))`
1877 * Called always when a player says something
1878 * Return `true` to mark the message as handled, which means that it will not be sent to other players
1879 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
1880 * Called when a button is pressed in player's inventory form
1881 * Newest functions are called first
1882 * If function returns `true`, remaining functions are not called
1883 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
1884 * Called when `player` crafts something
1885 * `itemstack` is the output
1886 * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
1887 * `craft_inv` is the inventory with the crafting grid
1888 * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
1889 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
1890 * The same as before, except that it is called before the player crafts, to make
1891 craft prediction, and it should not change anything.
1892 * `minetest.register_on_protection_violation(func(pos, name))`
1893 * Called by `builtin` and mods when a player violates protection at a position
1894 (eg, digs a node or punches a protected entity).
1895 * The registered functions can be called using `minetest.record_protection_violation`
1896 * The provided function should check that the position is protected by the mod
1897 calling this function before it prints a message, if it does, to allow for
1898 multiple protection mods.
1899 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
1900 * Called when an item is eaten, by `minetest.item_eat`
1901 * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
1903 ### Other registration functions
1904 * `minetest.register_chatcommand(cmd, chatcommand definition)`
1905 * `minetest.register_privilege(name, definition)`
1906 * `definition`: `"description text"`
1907 * `definition`: `{ description = "description text", give_to_singleplayer = boolean, -- default: true }`
1908 * `minetest.register_authentication_handler(handler)`
1909 * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
1912 * `minetest.setting_set(name, value)`
1913 * Setting names can't contain whitespace or any of `="{}#`.
1914 * Setting values can't contain the sequence `\n"""`.
1915 * Setting names starting with "secure." can't be set.
1916 * `minetest.setting_get(name)`: returns string or `nil`
1917 * `minetest.setting_setbool(name, value)`
1918 * See documentation on `setting_set` for restrictions.
1919 * `minetest.setting_getbool(name)`: returns boolean or `nil`
1920 * `minetest.setting_get_pos(name)`: returns position or nil
1921 * `minetest.setting_save()`, returns `nil`, save all settings to config file
1924 * `minetest.notify_authentication_modified(name)`
1925 * Should be called by the authentication handler if privileges changes.
1926 * To report everybody, set `name=nil`.
1927 * `minetest.get_password_hash(name, raw_password)`
1928 * Convert a name-password pair to a password hash that Minetest can use.
1929 * The returned value alone is not a good basis for password checks based
1930 * on comparing the password hash in the database with the password hash
1931 * from the function, with an externally provided password, as the hash
1932 * in the db might use the new SRP verifier format.
1933 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
1934 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
1935 * Convert between two privilege representations
1936 * `minetest.set_player_password(name, password_hash)`
1937 * `minetest.set_player_privs(name, {priv1=true,...})`
1938 * `minetest.get_player_privs(name) -> {priv1=true,...}`
1939 * `minetest.auth_reload()`
1940 * `minetest.check_player_privs(player_or_name, ...)`: returns `bool, missing_privs`
1941 * A quickhand for checking privileges.
1942 * `player_or_name`: Either a Player object or the name of a player.
1943 * `...` is either a list of strings, e.g. `"priva", "privb"` or
1944 a table, e.g. `{ priva = true, privb = true }`.
1945 * `minetest.get_player_ip(name)`: returns an IP address string
1947 `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
1948 and `minetest.auth_reload` call the authetification handler.
1951 * `minetest.chat_send_all(text)`
1952 * `minetest.chat_send_player(name, text)`
1954 ### Environment access
1955 * `minetest.set_node(pos, node)`
1956 * `minetest.add_node(pos, node): alias set_node(pos, node)`
1957 * Set node at position (`node = {name="foo", param1=0, param2=0}`)
1958 * `minetest.swap_node(pos, node`
1959 * Set node at position, but don't remove metadata
1960 * `minetest.remove_node(pos)`
1961 * Equivalent to `set_node(pos, "air")`
1962 * `minetest.get_node(pos)`
1963 * Returns the node at the given position as table in the format
1964 `{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}`
1966 * `minetest.get_node_or_nil(pos)`
1967 * Same as `get_node` but returns `nil` for unloaded areas.
1968 * `minetest.get_node_light(pos, timeofday)`
1969 * Gets the light value at the given position. Note that the light value
1970 "inside" the node at the given position is returned, so you usually want
1971 to get the light value of a neighbor.
1972 * `pos`: The position where to measure the light.
1973 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
1974 * Returns a number between `0` and `15` or `nil`
1975 * `minetest.place_node(pos, node)`
1976 * Place node with the same effects that a player would cause
1977 * `minetest.dig_node(pos)`
1978 * Dig node with the same effects that a player would cause
1979 * Returns `true` if successful, `false` on failure (e.g. protected location)
1980 * `minetest.punch_node(pos)`
1981 * Punch node with the same effects that a player would cause
1983 * `minetest.find_nodes_with_meta(pos1, pos2)`
1984 * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
1985 * `minetest.get_meta(pos)`
1986 * Get a `NodeMetaRef` at that position
1987 * `minetest.get_node_timer(pos)`
1988 * Get `NodeTimerRef`
1990 * `minetest.add_entity(pos, name)`: Spawn Lua-defined entity at position
1991 * Returns `ObjectRef`, or `nil` if failed
1992 * `minetest.add_item(pos, item)`: Spawn item
1993 * Returns `ObjectRef`, or `nil` if failed
1994 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
1995 * `minetest.get_objects_inside_radius(pos, radius)`
1996 * `radius`: using an euclidean metric
1997 * `minetest.set_timeofday(val)`
1998 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
1999 * `minetest.get_timeofday()`
2000 * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
2001 * `minetest.get_day_count()`: returns number days elapsed since world was created,
2002 * accounting for time changes.
2003 * `minetest.find_node_near(pos, radius, nodenames)`: returns pos or `nil`
2004 * `radius`: using a maximum metric
2005 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2006 * `minetest.find_nodes_in_area(minp, maxp, nodenames)`: returns a list of positions
2007 * returns as second value a table with the count of the individual nodes found
2008 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2009 * `minetest.find_nodes_in_area_under_air(minp, maxp, nodenames)`: returns a list of positions
2010 * returned positions are nodes with a node air above
2011 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2012 * `minetest.get_perlin(noiseparams)`
2013 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2014 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
2015 * `minetest.get_voxel_manip([pos1, pos2])`
2016 * Return voxel manipulator object.
2017 * Loads the manipulator from the map if positions are passed.
2018 * `minetest.set_gen_notify(flags, {deco_ids})`
2019 * Set the types of on-generate notifications that should be collected
2020 * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
2021 `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
2022 * The second parameter is a list of IDS of decorations which notification is requested for
2023 * `get_gen_notify()`: returns a flagstring and a table with the deco_ids
2024 * `minetest.get_mapgen_object(objectname)`
2025 * Return requested mapgen object if available (see "Mapgen objects")
2026 * `minetest.get_biome_id(biome_name)`
2027 * Returns the biome id, as used in the biomemap Mapgen object, for a
2028 given biome_name string.
2029 * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
2030 `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
2031 * `minetest.set_mapgen_params(MapgenParams)`
2032 * Set map generation parameters
2033 * Function cannot be called after the registration period; only initialization
2034 and `on_mapgen_init`
2035 * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
2037 * Leave field unset to leave that parameter unchanged
2038 * `flags` contains a comma-delimited string of flags to set,
2039 or if the prefix `"no"` is attached, clears instead.
2040 * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
2041 * `minetest.set_noiseparams(name, noiseparams, set_default)`
2042 * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
2043 * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
2044 should be applied to the default config or current active config
2045 * `minetest.get_noiseparams(name)`: returns a table of the noiseparams for name
2046 * `minetest.generate_ores(vm, pos1, pos2)`
2047 * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2048 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2049 * `minetest.generate_decorations(vm, pos1, pos2)`
2050 * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2051 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2052 * `minetest.clear_objects([options])`
2053 * Clear all objects in the environment
2054 * Takes an optional table as an argument with the field `mode`.
2055 * mode = `"full"`: Load and go through every mapblock, clearing objects (default).
2056 * mode = `"quick"`: Clear objects immediately in loaded mapblocks;
2057 clear objects in unloaded mapblocks only when the mapblocks are next activated.
2058 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
2059 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be asynchronously
2060 * fetched from memory, loaded from disk, or if inexistent, generates them.
2061 * If `callback` is a valid Lua function, this will be called for each block emerged.
2062 * The function signature of callback is:
2063 * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
2064 * - `blockpos` is the *block* coordinates of the block that had been emerged
2065 * - `action` could be one of the following constant values:
2066 * `core.EMERGE_CANCELLED`, `core.EMERGE_ERRORED`, `core.EMERGE_FROM_MEMORY`,
2067 * `core.EMERGE_FROM_DISK`, `core.EMERGE_GENERATED`
2068 * - `calls_remaining` is the number of callbacks to be expected after this one
2069 * - `param` is the user-defined parameter passed to emerge_area (or nil if the
2070 * parameter was absent)
2071 * `minetest.delete_area(pos1, pos2)`
2072 * delete all mapblocks in the area from pos1 to pos2, inclusive
2073 * `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
2074 * Check if there is a direct line of sight between `pos1` and `pos2`
2075 * Returns the position of the blocking node when `false`
2076 * `pos1`: First position
2077 * `pos2`: Second position
2078 * `stepsize`: smaller gives more accurate results but requires more computing
2079 time. Default is `1`.
2080 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
2081 * returns table containing path
2082 * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
2083 * `pos1`: start position
2084 * `pos2`: end position
2085 * `searchdistance`: number of blocks to search in each direction using a maximum metric
2086 * `max_jump`: maximum height difference to consider walkable
2087 * `max_drop`: maximum height difference to consider droppable
2088 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
2089 * `minetest.spawn_tree (pos, {treedef})`
2090 * spawns L-System tree at given `pos` with definition in `treedef` table
2091 * `minetest.transforming_liquid_add(pos)`
2092 * add node to liquid update queue
2093 * `minetest.get_node_max_level(pos)`
2094 * get max available level for leveled node
2095 * `minetest.get_node_level(pos)`
2096 * get level of leveled node (water, snow)
2097 * `minetest.set_node_level(pos, level)`
2098 * set level of leveled node, default `level` equals `1`
2099 * if `totallevel > maxlevel`, returns rest (`total-max`).
2100 * `minetest.add_node_level(pos, level)`
2101 * increase level of leveled node by level, default `level` equals `1`
2102 * if `totallevel > maxlevel`, returns rest (`total-max`)
2103 * can be negative for decreasing
2106 `minetest.get_inventory(location)`: returns an `InvRef`
2109 * `{type="player", name="celeron55"}`
2110 * `{type="node", pos={x=, y=, z=}}`
2111 * `{type="detached", name="creative"}`
2112 * `minetest.create_detached_inventory(name, callbacks)`: returns an `InvRef`
2113 * callbacks: See "Detached inventory callbacks"
2114 * Creates a detached inventory. If it already exists, it is cleared.
2115 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
2116 returns left over ItemStack
2117 * See `minetest.item_eat` and `minetest.register_on_item_eat`
2120 * `minetest.show_formspec(playername, formname, formspec)`
2121 * `playername`: name of player to show formspec
2122 * `formname`: name passed to `on_player_receive_fields` callbacks.
2123 It should follow the `"modname:<whatever>"` naming convention
2124 * `formspec`: formspec to display
2125 * `minetest.formspec_escape(string)`: returns a string
2126 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2127 * `minetest.explode_table_event(string)`: returns a table
2128 * returns e.g. `{type="CHG", row=1, column=2}`
2130 * `"INV"`: no row selected)
2131 * `"CHG"`: selected)
2132 * `"DCL"`: double-click
2133 * `minetest.explode_textlist_event(string)`: returns a table
2134 * returns e.g. `{type="CHG", index=1}`
2136 * `"INV"`: no row selected)
2137 * `"CHG"`: selected)
2138 * `"DCL"`: double-click
2139 * `minetest.explode_scrollbar_event(string)`: returns a table
2140 * returns e.g. `{type="CHG", value=500}`
2142 * `"INV"`: something failed
2143 * `"CHG"`: has been changed
2144 * `"VAL"`: not changed
2147 * `minetest.inventorycube(img1, img2, img3)`
2148 * Returns a string for making an image of a cube (useful as an item image)
2149 * `minetest.get_pointed_thing_position(pointed_thing, above)`
2150 * Get position of a `pointed_thing` (that you can get from somewhere)
2151 * `minetest.dir_to_facedir(dir, is6d)`
2152 * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
2153 * passing something non-`nil`/`false` for the optional second parameter causes it to
2154 take the y component into account
2155 * `minetest.facedir_to_dir(facedir)`
2156 * Convert a facedir back into a vector aimed directly out the "back" of a node
2157 * `minetest.dir_to_wallmounted(dir)`
2158 * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
2159 * `minetest.wallmounted_to_dir(wallmounted)`
2160 * Convert a wallmounted value back into a vector aimed directly out the "back" of a node
2161 * `minetest.get_node_drops(nodename, toolname)`
2162 * Returns list of item names.
2163 * **Note**: This will be removed or modified in a future version.
2164 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
2165 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2166 * `input.width` = for example `3`
2167 * `input.items` = for example
2168 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2169 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
2170 * `output.time` = a number, if unsuccessful: `0`
2171 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
2172 `decremented_input.items`
2173 * `decremented_input` = like `input`
2174 * `minetest.get_craft_recipe(output)`: returns input
2175 * returns last registered recipe for output item (node)
2176 * `output` is a node or item type such as `"default:torch"`
2177 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2178 * `input.width` = for example `3`
2179 * `input.items` = for example
2180 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2181 * `input.items` = `nil` if no recipe found
2182 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
2183 * returns indexed table with all registered recipes for query item (node)
2184 or `nil` if no recipe was found
2185 * recipe entry table:
2187 method = 'normal' or 'cooking' or 'fuel'
2188 width = 0-3, 0 means shapeless recipe
2189 items = indexed [1-9] table with recipe items
2190 output = string with item name and quantity
2192 * Example query for `"default:gold_ingot"` will return table:
2194 [1]={type = "cooking", width = 3, output = "default:gold_ingot",
2195 items = {1 = "default:gold_lump"}},
2196 [2]={type = "normal", width = 1, output = "default:gold_ingot 9",
2197 items = {1 = "default:goldblock"}}
2199 * `minetest.handle_node_drops(pos, drops, digger)`
2200 * `drops`: list of itemstrings
2201 * Handles drops from nodes after digging: Default action is to put them into
2203 * Can be overridden to get different functionality (e.g. dropping items on
2207 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
2208 returns `{{actor, pos, time, oldnode, newnode}, ...}`
2209 * Find who has done something to a node, or near a node
2210 * `actor`: `"player:<name>"`, also `"liquid"`.
2211 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
2212 * Revert latest actions of someone
2213 * `actor`: `"player:<name>"`, also `"liquid"`.
2215 ### Defaults for the `on_*` item definition functions
2216 These functions return the leftover itemstack.
2218 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
2219 * Place item as a node
2220 * `param2` overrides `facedir` and wallmounted `param2`
2221 * returns `itemstack, success`
2222 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
2224 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
2225 * Use one of the above based on what the item is.
2226 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
2227 * **Note**: is not called when wielded item overrides `on_place`
2228 * `param2` overrides `facedir` and wallmounted `param2`
2229 * returns `itemstack, success`
2230 * `minetest.item_drop(itemstack, dropper, pos)`
2232 * `minetest.item_eat(hp_change, replace_with_item)`
2234 * `replace_with_item` is the itemstring which is added to the inventory.
2235 If the player is eating a stack, then replace_with_item goes to a
2236 different spot. Can be `nil`
2237 * See `minetest.do_item_eat`
2239 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
2240 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
2241 * Calls functions registered by `minetest.register_on_punchnode()`
2242 * `minetest.node_dig(pos, node, digger)`
2243 * Checks if node can be dug, puts item into inventory, removes node
2244 * Calls functions registered by `minetest.registered_on_dignodes()`
2247 * `minetest.sound_play(spec, parameters)`: returns a handle
2248 * `spec` is a `SimpleSoundSpec`
2249 * `parameters` is a sound parameter table
2250 * `minetest.sound_stop(handle)`
2253 * `minetest.after(time, func, ...)`
2254 * Call the function `func` after `time` seconds, may be fractional
2255 * Optional: Variable number of arguments that are passed to `func`
2258 * `minetest.request_shutdown([message],[reconnect])`: request for server shutdown. Will display `message` to clients,
2259 and `reconnect` == true displays a reconnect button.
2260 * `minetest.get_server_status()`: returns server status string
2263 * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
2264 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
2265 * `minetest.ban_player(name)`: ban a player
2266 * `minetest.unban_player_or_ip(name)`: unban player or IP address
2267 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
2270 * `minetest.add_particle(particle definition)`
2271 * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
2272 size, collisiondetection, texture, playername)`
2274 * `minetest.add_particlespawner(particlespawner definition)`
2275 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
2276 * Returns an `id`, and -1 if adding didn't succeed
2277 * `Deprecated: minetest.add_particlespawner(amount, time,
2281 minexptime, maxexptime,
2283 collisiondetection, texture, playername)`
2285 * `minetest.delete_particlespawner(id, player)``
2286 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
2287 * If playername is specified, only deletes on the player's client,
2288 * otherwise on all clients
2291 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
2292 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
2293 * Apply the specified probability values to the specified nodes in `probability_list`.
2294 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
2295 * `pos` is the 3D vector specifying the absolute coordinates of the
2296 node being modified,
2297 * `prob` is the integer value from `0` to `255` of the probability (see: Schematic specifier).
2298 * If there are two or more entries with the same pos value, the
2300 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
2301 * If `probability_list` equals `nil`, no probabilities are applied.
2302 * Slice probability works in the same manner, except takes a field
2303 called `ypos` instead which
2304 indicates the y position of the slice with a probability applied.
2305 * If slice probability list equals `nil`, no slice probabilities are applied.
2306 * Saves schematic in the Minetest Schematic format to filename.
2308 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
2309 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
2310 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
2311 * If the `rotation` parameter is omitted, the schematic is not rotated.
2312 * `replacements` = `{["old_name"] = "convert_to", ...}`
2313 * `force_placement` is a boolean indicating whether nodes other than `air` and
2314 `ignore` are replaced by the schematic
2315 * Returns nil if the schematic could not be loaded.
2317 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement)`:
2318 * This function is analagous to minetest.place_schematic, but places a schematic onto the
2319 specified VoxelManip object `vmanip` instead of the whole map.
2320 * Returns false if any part of the schematic was cut-off due to the VoxelManip not
2321 containing the full area required, and true if the whole schematic was able to fit.
2322 * Returns nil if the schematic could not be loaded.
2323 * After execution, any external copies of the VoxelManip contents are invalidated.
2325 * `minetest.serialize_schematic(schematic, format, options)`
2326 * Return the serialized schematic specified by schematic (see: Schematic specifier)
2327 * in the `format` of either "mts" or "lua".
2328 * "mts" - a string containing the binary MTS data used in the MTS file format
2329 * "lua" - a string containing Lua code representing the schematic in table format
2330 * `options` is a table containing the following optional parameters:
2331 * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
2332 * position comments for every X row generated in the schematic data for easier reading.
2333 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
2334 * will use that number of spaces as indentation instead of a tab character.
2337 * `minetest.request_http_api()`:
2338 * returns `HTTPApiTable` containing http functions if the calling mod has been granted
2339 access by being listed in the `secure.http_mods` or `secure.trusted_mods` setting,
2340 otherwise returns `nil`.
2341 * The returned table contains the functions `fetch`, `fetch_async` and `fetch_async_get`
2343 * Only works at init time and must be called from the mod's main scope (not from a function).
2344 * Function only exists if minetest server was built with cURL support.
2345 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
2347 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
2348 * Performs given request asynchronously and calls callback upon completion
2349 * callback: `function(HTTPRequestResult res)`
2350 * Use this HTTP function if you are unsure, the others are for advanced use.
2351 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
2352 * Performs given request asynchronously and returns handle for `minetest.http_fetch_async_get`
2353 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
2354 * Return response data for given asynchronous HTTP request
2357 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
2358 * `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer
2359 * Gives a unique hash number for a node position (16+16+16=48bit)
2360 * `minetest.get_position_from_hash(hash)`: returns a position
2361 * Inverse transform of `minetest.hash_node_position`
2362 * `minetest.get_item_group(name, group)`: returns a rating
2363 * Get rating of a group of an item. (`0` means: not in group)
2364 * `minetest.get_node_group(name, group)`: returns a rating
2365 * Deprecated: An alias for the former.
2366 * `minetest.raillike_group(name)`: returns a rating
2367 * Returns rating of the connect_to_raillike group corresponding to name
2368 * If name is not yet the name of a connect_to_raillike group, a new group id
2369 * is created, with that name
2370 * `minetest.get_content_id(name)`: returns an integer
2371 * Gets the internal content ID of `name`
2372 * `minetest.get_name_from_content_id(content_id)`: returns a string
2373 * Gets the name of the content with that content ID
2374 * `minetest.parse_json(string[, nullvalue])`: returns something
2375 * Convert a string containing JSON data into the Lua equivalent
2376 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
2377 * On success returns a table, a string, a number, a boolean or `nullvalue`
2378 * On failure outputs an error message and returns `nil`
2379 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
2380 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
2381 * Convert a Lua table into a JSON string
2382 * styled: Outputs in a human-readable format if this is set, defaults to false
2383 * Unserializable things like functions and userdata are saved as null.
2384 * **Warning**: JSON is more strict than the Lua table format.
2385 1. You can only use strings and positive integers of at least one as keys.
2386 2. You can not mix string and integer keys.
2387 This is due to the fact that JSON has two distinct array and object values.
2388 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
2389 * `minetest.serialize(table)`: returns a string
2390 * Convert a table containing tables, strings, numbers, booleans and `nil`s
2391 into string form readable by `minetest.deserialize`
2392 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
2393 * `minetest.deserialize(string)`: returns a table
2394 * Convert a string returned by `minetest.deserialize` into a table
2395 * `string` is loaded in an empty sandbox environment.
2396 * Will load functions, but they cannot access the global environment.
2397 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
2398 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
2399 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
2400 * `minetest.compress(data, method, ...)`: returns `compressed_data`
2401 * Compress a string of data.
2402 * `method` is a string identifying the compression method to be used.
2403 * Supported compression methods:
2404 * Deflate (zlib): `"deflate"`
2405 * `...` indicates method-specific arguments. Currently defined arguments are:
2406 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
2407 * `minetest.decompress(compressed_data, method, ...)`: returns data
2408 * Decompress a string of data (using ZLib).
2409 * See documentation on `minetest.compress()` for supported compression methods.
2410 * currently supported.
2411 * `...` indicates method-specific arguments. Currently, no methods use this.
2412 * `minetest.is_protected(pos, name)`: returns boolean
2413 * Returns true, if player `name` shouldn't be abled to dig at `pos` or do other
2414 actions, defineable by mods, due to some mod-defined ownership-like concept.
2415 Returns false or nil, if the player is allowed to do such actions.
2416 * This function should be overridden by protection mods and should be used to
2417 check if a player can interact at a position.
2418 * This function should call the old version of itself if the position is not
2419 protected by the mod.
2422 local old_is_protected = minetest.is_protected
2423 function minetest.is_protected(pos, name)
2424 if mymod:position_protected_from(pos, name) then
2427 return old_is_protected(pos, name)
2429 * `minetest.record_protection_violation(pos, name)`
2430 * This function calls functions registered with
2431 `minetest.register_on_protection_violation`.
2432 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
2433 * Attempt to predict the desired orientation of the facedir-capable node
2434 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
2435 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
2436 field is false or omitted (else, the itemstack is not changed). `orient_flags`
2437 is an optional table containing extra tweaks to the placement code:
2438 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
2439 orientation on the wall.
2440 * `force_wall` : if `true`, always place the node in wall orientation.
2441 * `force_ceiling`: if `true`, always place on the ceiling.
2442 * `force_floor`: if `true`, always place the node on the floor.
2443 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
2444 the floor or ceiling
2445 * The first four options are mutually-exclusive; the last in the list takes
2446 precedence over the first.
2447 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
2448 * calls `rotate_and_place()` with infinitestacks set according to the state of
2449 the creative mode setting, and checks for "sneak" to set the `invert_wall`
2452 * `minetest.forceload_block(pos)`
2453 * forceloads the position `pos`.
2454 * returns `true` if area could be forceloaded
2455 * Please note that forceloaded areas are saved when the server restarts.
2457 * `minetest.forceload_free_block(pos)`
2458 * stops forceloading the position `pos`
2460 * `minetest.request_insecure_environment()`: returns an environment containing
2461 insecure functions if the calling mod has been listed as trusted in the
2462 `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`.
2463 * Only works at init time and must be called from the mod's main scope (not from a function).
2464 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
2467 * `minetest.global_exists(name)`
2468 * Checks if a global variable has been set, without triggering a warning.
2471 * `minetest.env`: `EnvRef` of the server environment and world.
2472 * Any function in the minetest namespace can be called using the syntax
2473 `minetest.env:somefunction(somearguments)`
2474 instead of `minetest.somefunction(somearguments)`
2475 * Deprecated, but support is not to be dropped soon
2478 * `minetest.registered_items`
2479 * Map of registered items, indexed by name
2480 * `minetest.registered_nodes`
2481 * Map of registered node definitions, indexed by name
2482 * `minetest.registered_craftitems`
2483 * Map of registered craft item definitions, indexed by name
2484 * `minetest.registered_tools`
2485 * Map of registered tool definitions, indexed by name
2486 * `minetest.registered_entities`
2487 * Map of registered entity prototypes, indexed by name
2488 * `minetest.object_refs`
2489 * Map of object references, indexed by active object id
2490 * `minetest.luaentities`
2491 * Map of Lua entities, indexed by active object id
2492 * `minetest.registered_ores`
2493 * List of registered ore definitions.
2494 * `minetest.registered_biomes`
2495 * List of registered biome definitions.
2496 * `minetest.registered_decorations`
2497 * List of registered decoration definitions.
2503 Node metadata: reference extra data and functionality stored in a node.
2504 Can be gotten via `minetest.get_meta(pos)`.
2507 * `set_string(name, value)`
2508 * `get_string(name)`
2509 * `set_int(name, value)`
2511 * `set_float(name, value)`
2513 * `get_inventory()`: returns `InvRef`
2514 * `to_table()`: returns `nil` or `{fields = {...}, inventory = {list1 = {}, ...}}`
2515 * `from_table(nil or {})`
2516 * See "Node Metadata"
2519 Node Timers: a high resolution persistent per-node timer.
2520 Can be gotten via `minetest.get_node_timer(pos)`.
2523 * `set(timeout,elapsed)`
2524 * set a timer's state
2525 * `timeout` is in seconds, and supports fractional values (0.1 etc)
2526 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
2527 * will trigger the node's `on_timer` function after `timeout`-elapsed seconds
2530 * equivalent to `set(timeout,0)`
2533 * `get_timeout()`: returns current timeout in seconds
2534 * if `timeout` equals `0`, timer is inactive
2535 * `get_elapsed()`: returns current elapsed time in seconds
2536 * the node's `on_timer` function will be called after `timeout`-elapsed seconds
2537 * `is_started()`: returns boolean state of timer
2538 * returns `true` if timer is started, otherwise `false`
2541 Moving things in the game are generally these.
2543 This is basically a reference to a C++ `ServerActiveObject`
2546 * `remove()`: remove object (after returning from Lua)
2547 * Note: Doesn't work on players, use minetest.kick_player instead
2548 * `getpos()`: returns `{x=num, y=num, z=num}`
2549 * `setpos(pos)`; `pos`=`{x=num, y=num, z=num}`
2550 * `moveto(pos, continuous=false)`: interpolated move
2551 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
2552 * `puncher` = another `ObjectRef`,
2553 * `time_from_last_punch` = time since last punch action of the puncher
2554 * `direction`: can be `nil`
2555 * `right_click(clicker)`; `clicker` is another `ObjectRef`
2556 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
2557 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
2558 * `get_inventory()`: returns an `InvRef`
2559 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
2560 * `get_wield_index()`: returns the index of the wielded item
2561 * `get_wielded_item()`: returns an `ItemStack`
2562 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
2563 * `set_armor_groups({group1=rating, group2=rating, ...})`
2564 * `get_armor_groups()`: returns a table with the armor group ratings
2565 * `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0, frame_loop=true)`
2566 * `get_animation()`: returns range, frame_speed, frame_blend and frame_loop
2567 * `set_attach(parent, bone, position, rotation)`
2569 * `position`: `{x=num, y=num, z=num}` (relative)
2570 * `rotation`: `{x=num, y=num, z=num}`
2571 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
2573 * `set_bone_position(bone, position, rotation)`
2575 * `position`: `{x=num, y=num, z=num}` (relative)
2576 * `rotation`: `{x=num, y=num, z=num}`
2577 * `get_bone_position(bone)`: returns position and rotation of the bone
2578 * `set_properties(object property table)`
2579 * `get_properties()`: returns object property table
2580 * `is_player()`: returns true for players, false otherwise
2581 * `get_nametag_attributes()`
2582 * returns a table with the attributes of the nametag of an object
2584 color = {a=0..255, r=0..255, g=0..255, b=0..255},
2587 * `set_nametag_attributes(attributes)`
2588 * sets the attributes of the nametag of an object
2592 text = "My Nametag",
2595 ##### LuaEntitySAO-only (no-op for other objects)
2596 * `setvelocity({x=num, y=num, z=num})`
2597 * `getvelocity()`: returns `{x=num, y=num, z=num}`
2598 * `setacceleration({x=num, y=num, z=num})`
2599 * `getacceleration()`: returns `{x=num, y=num, z=num}`
2601 * `getyaw()`: returns number in radians
2602 * `settexturemod(mod)`
2603 * `setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
2604 select_horiz_by_yawpitch=false)`
2605 * Select sprite from spritesheet with optional animation and DM-style
2606 texture selection based on yaw relative to camera
2607 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
2610 ##### Player-only (no-op for other objects)
2611 * `get_player_name()`: returns `""` if is not a player
2612 * `get_player_velocity()`: returns `nil` if is not a player otherwise a table {x, y, z} representing the player's instantaneous velocity in nodes/s
2613 * `get_look_dir()`: get camera direction as a unit vector
2614 * `get_look_pitch()`: pitch in radians
2615 * `get_look_yaw()`: yaw in radians (wraps around pretty randomly as of now)
2616 * `set_look_pitch(radians)`: sets look pitch
2617 * `set_look_yaw(radians)`: sets look yaw
2618 * `get_breath()`: returns players breath
2619 * `set_breath(value)`: sets players breath
2621 * `0`: player is drowning,
2622 * `1`-`10`: remaining number of bubbles
2623 * `11`: bubbles bar is not shown
2624 * `set_inventory_formspec(formspec)`
2625 * Redefine player's inventory form
2626 * Should usually be called in on_joinplayer
2627 * `get_inventory_formspec()`: returns a formspec string
2628 * `get_player_control()`: returns table with player pressed keys
2629 * `{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}`
2630 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
2631 * bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
2632 * `set_physics_override(override_table)`
2633 * `override_table` is a table with the following fields:
2634 * `speed`: multiplier to default walking speed value (default: `1`)
2635 * `jump`: multiplier to default jump value (default: `1`)
2636 * `gravity`: multiplier to default gravity value (default: `1`)
2637 * `sneak`: whether player can sneak (default: `true`)
2638 * `sneak_glitch`: whether player can use the sneak glitch (default: `true`)
2639 * `get_physics_override()`: returns the table given to set_physics_override
2640 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
2642 * `hud_remove(id)`: remove the HUD element of the specified id
2643 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
2644 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
2645 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
2646 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
2647 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `minimap`
2648 * pass a table containing a `true`/`false` value of each flag to be set or unset
2649 * if a flag equals `nil`, the flag is not modified
2650 * note that setting `minimap` modifies the client's permission to view the minimap -
2651 * the client may locally elect to not view the minimap
2652 * `hud_get_flags()`: returns a table containing status of hud flags
2653 * returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true, minimap=true }`
2654 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
2655 * `count`: number of items, must be between `1` and `23`
2656 * `hud_get_hotbar_itemcount`: returns number of visible items
2657 * `hud_set_hotbar_image(texturename)`
2658 * sets background image for hotbar
2659 * `hud_get_hotbar_image`: returns texturename
2660 * `hud_set_hotbar_selected_image(texturename)`
2661 * sets image for selected item of hotbar
2662 * `hud_get_hotbar_selected_image`: returns texturename
2663 * `hud_replace_builtin(name, hud_definition)`
2664 * replace definition of a builtin hud element
2665 * `name`: `"breath"` or `"health"`
2666 * `hud_definition`: definition to replace builtin definition
2667 * `set_sky(bgcolor, type, {texture names})`
2668 * `bgcolor`: ColorSpec, defaults to white
2670 * `"regular"`: Uses 0 textures, `bgcolor` ignored
2671 * `"skybox"`: Uses 6 textures, `bgcolor` used
2672 * `"plain"`: Uses 0 textures, `bgcolor` used
2673 * `get_sky()`: returns bgcolor, type and a table with the textures
2674 * `override_day_night_ratio(ratio or nil)`
2675 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
2676 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
2677 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
2678 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`
2680 set animation for player model in third person view
2682 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
2683 {x=168, y=187}, -- < walk animation key frames
2684 {x=189, y=198}, -- < dig animation key frames
2685 {x=200, y=219}, -- < walk+dig animation key frames
2686 frame_speed=30): -- < animation frame speed
2687 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and frame_speed
2688 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
2689 * in first person view
2690 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
2691 * `get_eye_offset()`: returns offset_first and offset_third
2694 An `InvRef` is a reference to an inventory.
2697 * `is_empty(listname)`: return `true` if list is empty
2698 * `get_size(listname)`: get size of a list
2699 * `set_size(listname, size)`: set size of a list
2700 * returns `false` on error (e.g. invalid `listname` or `size`)
2701 * `get_width(listname)`: get width of a list
2702 * `set_width(listname, width)`: set width of list; currently used for crafting
2703 * `get_stack(listname, i)`: get a copy of stack index `i` in list
2704 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
2705 * `get_list(listname)`: return full list
2706 * `set_list(listname, list)`: set full list (size will not change)
2707 * `get_lists()`: returns list of inventory lists
2708 * `set_lists(lists)`: sets inventory lists (size will not change)
2709 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
2710 * `room_for_item(listname, stack):` returns `true` if the stack of items
2711 can be fully added to the list
2712 * `contains_item(listname, stack)`: returns `true` if the stack of items
2713 can be fully taken from the list
2714 * `remove_item(listname, stack)`: take as many items as specified from the list,
2715 returns the items that were actually removed (as an `ItemStack`) -- note that
2716 any item metadata is ignored, so attempting to remove a specific unique
2717 item this way will likely remove the wrong one -- to do that use `set_stack`
2718 with an empty `ItemStack`
2719 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
2720 * returns `{type="undefined"}` in case location is not known
2723 A fast access data structure to store areas, and find areas near a given position or area.
2724 Every area has a `data` string attribute to store additional information.
2725 You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
2726 If you chose the parameter-less constructor, a fast implementation will be automatically chosen for you.
2729 * `get_area(id, include_borders, include_data)`: returns the area with the id `id`. (optional) Boolean values `include_borders` and `include_data` control what's copied.
2730 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain the position `pos`. (optional) Boolean values `include_borders` and `include_data` control what's copied.
2731 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`: returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive). If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area. (optional) Boolean values `include_borders` and `include_data` control what's copied.
2732 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID, or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area. `data` is a string stored with the area. If passed, `id` will be used as the internal area ID, it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it, or insertions are likely to fail due to conflicts.
2733 * `reserve(count)`: reserves resources for at most `count` many contained areas. Only needed for efficiency, and only some implementations profit.
2734 * `remove_area(id)`: removes the area with the given id from the store, returns success.
2735 * `set_cache_params(params)`: sets params for the included prefiltering cache. Calling invalidates the cache, so that its elements have to be newly generated.
2738 enabled = boolean, -- whether to enable, default true
2739 block_radius = number, -- the radius (in nodes) of the areas the cache generates prefiltered lists for, minimum 16, default 64
2740 limit = number, -- the cache's size, minimum 20, default 1000
2742 * `to_string()`: Experimental. Returns area store serialized as a (binary) string.
2743 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to a file.
2744 * `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore. Returns success and, optionally, an error message.
2745 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data from a file.
2748 An `ItemStack` is a stack of items.
2750 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
2751 an itemstring, a table or `nil`.
2754 * `is_empty()`: Returns `true` if stack is empty.
2755 * `get_name()`: Returns item name (e.g. `"default:stone"`).
2756 * `set_name(item_name)`: Returns boolean success.
2757 Clears item on failure.
2758 * `get_count()`: Returns number of items on the stack.
2759 * `set_count(count)`
2760 * `get_wear()`: Returns tool wear (`0`-`65535`), `0` for non-tools.
2761 * `set_wear(wear)`: Returns boolean success.
2762 Clears item on failure.
2763 * `get_metadata()`: Returns metadata (a string attached to an item stack).
2764 * `set_metadata(metadata)`: Returns true.
2765 * `clear()`: removes all items from the stack, making it empty.
2766 * `replace(item)`: replace the contents of this stack.
2767 * `item` can also be an itemstring or table.
2768 * `to_string()`: Returns the stack in itemstring form.
2769 * `to_table()`: Returns the stack in Lua table form.
2770 * `get_stack_max()`: Returns the maximum size of the stack (depends on the item).
2771 * `get_free_space()`: Returns `get_stack_max() - get_count()`.
2772 * `is_known()`: Returns `true` if the item name refers to a defined item type.
2773 * `get_definition()`: Returns the item definition table.
2774 * `get_tool_capabilities()`: Returns the digging properties of the item,
2775 or those of the hand if none are defined for this item type
2776 * `add_wear(amount)`: Increases wear by `amount` if the item is a tool.
2777 * `add_item(item)`: Put some item or stack onto this stack.
2778 Returns leftover `ItemStack`.
2779 * `item_fits(item)`: Returns `true` if item or stack can be fully added to
2781 * `take_item(n=1)`: Take (and remove) up to `n` items from this stack.
2782 Returns taken `ItemStack`.
2783 * `peek_item(n=1)`: copy (don't remove) up to `n` items from this stack.
2784 Returns taken `ItemStack`.
2787 A 16-bit pseudorandom number generator.
2788 Uses a well-known LCG algorithm introduced by K&R.
2790 It can be created via `PseudoRandom(seed)`.
2793 * `next()`: return next integer random number [`0`...`32767`]
2794 * `next(min, max)`: return next integer random number [`min`...`max`]
2795 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
2796 due to the simple implementation making bad distribution otherwise.
2799 A 32-bit pseudorandom number generator.
2800 Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
2802 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
2805 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
2806 * `next(min, max)`: return next integer random number [`min`...`max`]
2807 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
2808 * This is only a rough approximation of a normal distribution with mean=(max-min)/2 and variance=1
2809 * Increasing num_trials improves accuracy of the approximation
2812 Interface for the operating system's crypto-secure PRNG.
2814 It can be created via `SecureRandom()`. The constructor returns nil if a secure random device cannot be
2815 be found on the system.
2818 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many random bytes, as a string.
2821 A perlin noise generator.
2822 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
2823 or `PerlinNoise(noiseparams)`.
2824 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2825 or `minetest.get_perlin(noiseparams)`.
2828 * `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
2829 * `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
2831 ### `PerlinNoiseMap`
2832 A fast, bulk perlin noise generator.
2834 It can be created via `PerlinNoiseMap(noiseparams, size)` or
2835 `minetest.get_perlin_map(noiseparams, size)`.
2837 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
2838 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
2841 For each of the functions with an optional `buffer` parameter: If `buffer` is not
2842 nil, this table will be used to store the result instead of creating a new table.
2846 * `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
2847 with values starting at `pos={x=,y=}`
2848 * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
2849 of 3D noise with values starting at `pos={x=,y=,z=}`
2850 * `get2dMap_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
2851 with values starting at `pos={x=,y=}`
2852 * `get3dMap_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
2853 * `calc2dMap(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
2854 * `calc3dMap(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
2855 * `getMapSlice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
2856 most recently computed noise results. The result slice begins at coordinates `slice_offset` and
2857 takes a chunk of `slice_size`.
2858 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
2859 `noisevals = noise:getMapSlice({y=20}, {y=2})`
2860 It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
2861 the starting position of the most recently calculated noise.
2862 To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
2863 `noise:calc3dMap({x=1000, y=1000, z=1000})`
2864 `noisevals = noise:getMapSlice({x=24, z=1}, {x=1, z=1})`
2868 #### About VoxelManip
2869 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of
2870 this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting
2871 map nodes through VoxelManip will lack many of the higher level features and concepts you may be used
2872 to with other methods of setting nodes. For example, nodes will not have their construction and
2873 destruction callbacks run, and no rollback information is logged.
2875 It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility.
2876 If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use
2877 of high level node placement features, perhaps minetest.set_node() is better suited for the job.
2879 In addition, VoxelManip might not be faster, or could even be slower, for your specific use case.
2880 VoxelManip is most effective when setting very large areas of map at once - for example, if only
2881 setting a 5x5x5 node area, a minetest.set_node() loop may be more optimal. Always profile code
2882 using both methods of map manipulation to determine which is most appropriate for your usage.
2884 #### Using VoxelManip
2885 A VoxelManip object can be created any time using either:
2886 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
2888 If the optional position parameters are present for either of these routines, the specified region
2889 will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to
2890 manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`.
2892 Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these
2893 positions indicate the minimum and maximum (respectively) positions of the area actually loaded in
2894 the VoxelManip, which may be larger than the area requested. For convenience, the loaded area
2895 coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
2897 Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data
2898 using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a
2899 MapNode formatted table at the position requested is the simplest method to use, but also the slowest.
2901 Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
2902 `VoxelManip:get_data()` for node content (in Content ID form, see section 'Content IDs'),
2903 `VoxelManip:get_light_data()` for node light levels, and
2904 `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
2906 See section 'Flat array format' for more details.
2908 It is very important to understand that the tables returned by any of the above three functions
2909 represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the
2910 data will *not* magically update itself if another function modifies the internal VoxelManip state.
2911 Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless
2912 otherwise explicitly stated.
2914 Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
2915 `VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'),
2916 `VoxelManip:set_light_data()` for node light levels, and
2917 `VoxelManip:set_param2_data()` for the node type-dependent "param2" values.
2919 The parameter to each of the above three functions can use any table at all in the same flat array
2920 format as produced by get_data() et al. and is *not required* to be a table retrieved from get_data().
2922 Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
2923 to the map by calling `VoxelManip:write_to_map()`.
2925 Finally, a call to `VoxelManip:update_map()` is required to re-calculate lighting and set the blocks
2926 as being modified so that connected clients are sent the updated parts of map.
2929 ##### Flat array format
2931 `Nx = p2.X - p1.X + 1`,
2932 `Ny = p2.Y - p1.Y + 1`, and
2933 `Nz = p2.Z - p1.Z + 1`.
2935 Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of
2936 the expression `Nx * Ny * Nz`.
2938 Positions offset from p1 are present in the array with the format of:
2941 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
2942 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
2944 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
2945 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
2947 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
2949 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
2953 and the array index for a position p contained completely in p1..p2 is:
2955 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
2957 Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`.
2958 VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation of the index
2959 for a single point in a flat VoxelManip array.
2962 A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip
2963 in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
2964 `minetest.get_content_id()` to look up the Content ID for the specified node name, and
2965 `minetest.get_name_from_content_id()` to look up the node name string for a given Content ID.
2966 After registration of a node, its Content ID will remain the same throughout execution of the mod.
2967 Note that the node being queried needs to have already been been registered.
2969 The following builtin node types have their Content IDs defined as constants:
2971 core.CONTENT_UNKNOWN (ID for "unknown" nodes)
2972 core.CONTENT_AIR (ID for "air" nodes)
2973 core.CONTENT_IGNORE (ID for "ignore" nodes)
2976 ##### Mapgen VoxelManip objects
2977 Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
2978 core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply
2979 but with a few differences:
2981 * The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")`
2982 * This VoxelManip object already has the region of map just generated loaded into it; it's not necessary
2983 to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip.
2984 * The `on_generated()` callbacks of some mods may place individual nodes in the generated area using
2985 non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through
2986 each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain
2987 consistency with the current map state. For this reason, calling any of the following functions:
2988 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
2989 will also update the Mapgen VoxelManip object's internal state active on the current thread.
2990 * After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
2991 information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
2992 * `VoxelManip:update_map()` does not need to be called after `write_to_map()`. The map update is performed
2993 automatically after all on_generated callbacks have been run for that generated block.
2995 ##### Other API functions operating on a VoxelManip
2996 If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
2997 for these liquid nodes to begin flowing. It is recommended to call this function only after having
2998 written all buffered data back to the VoxelManip object, save for special situations where the modder
2999 desires to only have certain liquid nodes begin flowing.
3001 The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all
3002 registered decorations and ores throughout the full area inside of the specified VoxelManip object.
3004 `minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`,
3005 except instead of placing the specified schematic directly on the map at the specified position, it
3006 will place the schematic inside of the VoxelManip.
3009 * Attempting to read data from a VoxelManip object before map is read will result in a zero-length
3010 array table for `VoxelManip:get_data()`, and an "ignore" node at any position for
3011 `VoxelManip:get_node_at()`.
3012 * If either a region of map has not yet been generated or is out-of-bounds of the map, that region is
3013 filled with "ignore" nodes.
3014 * Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip
3015 object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not
3016 updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip
3017 object in the same callback it had been created.
3018 * If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing
3019 a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static
3020 buffer the function can use to write map data to instead of returning a new table each call. This
3021 greatly enhances performance by avoiding unnecessary memory allocations.
3024 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing
3025 the region formed by `p1` and `p2`.
3026 * returns actual emerged `pmin`, actual emerged `pmax`
3027 * `write_to_map()`: Writes the data loaded from the `VoxelManip` back to the map.
3028 * **important**: data must be set using `VoxelManip:set_data()` before calling this
3029 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3030 the `VoxelManip` at that position
3031 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
3032 * `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object
3033 * returns raw node data in the form of an array of node content IDs
3034 * if the param `buffer` is present, this table will be used to store the result instead
3035 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3036 * `update_map()`: Update map after writing chunk back to map.
3037 * To be used only by `VoxelManip` objects created by the mod itself;
3038 not a `VoxelManip` that was retrieved from `minetest.get_mapgen_object`
3039 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
3040 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3041 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3042 * (`p1`, `p2`) is the area in which lighting is set;
3043 defaults to the whole area if left out
3044 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3045 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3046 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
3047 * `light = day + (night * 16)`
3048 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3050 * expects lighting data in the same format that `get_light_data()` returns
3051 * `get_param2_data()`: Gets the raw `param2` data read into the `VoxelManip` object
3052 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
3053 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
3054 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3055 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
3057 * `propagate_shadow` is an optional boolean deciding whether shadows in a generated
3058 mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
3059 * `update_liquids()`: Update liquid flow
3060 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
3061 had been modified since the last read from map, due to a call to
3062 `minetest.set_data()` on the loaded area elsewhere
3063 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3066 A helper class for voxel areas.
3067 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3068 The coordinates are *inclusive*, like most other things in Minetest.
3071 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3072 `MinEdge` and `MaxEdge`
3073 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
3074 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
3075 * useful for things like `VoxelManip`, raw Schematic specifiers,
3076 `PerlinNoiseMap:get2d`/`3dMap`, and so on
3077 * `indexp(p)`: same as above, except takes a vector
3078 * `position(i)`: returns the absolute position vector corresponding to index `i`
3079 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
3080 * `containsp(p)`: same as above, except takes a vector
3081 * `containsi(i)`: same as above, except takes an index `i`
3082 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
3083 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
3084 * `iterp(minp, maxp)`: same as above, except takes a vector
3087 An interface to read config files in the format of `minetest.conf`.
3089 It can be created via `Settings(filename)`.
3092 * `get(key)`: returns a value
3093 * `get_bool(key)`: returns a boolean
3095 * `remove(key)`: returns a boolean (`true` for success)
3096 * `get_names()`: returns `{key1,...}`
3097 * `write()`: returns a boolean (`true` for success)
3098 * write changes to file
3099 * `to_table()`: returns `{[key1]=value1,...}`
3103 A mapgen object is a construct used in map generation. Mapgen objects can be used
3104 by an `on_generate` callback to speed up operations by avoiding unnecessary
3105 recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
3106 function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
3107 was called outside of an `on_generate()` callback, `nil` is returned.
3109 The following Mapgen objects are currently available:
3112 This returns three values; the `VoxelManip` object to be used, minimum and maximum
3113 emerged position, in that order. All mapgens support this object.
3116 Returns an array containing the y coordinates of the ground levels of nodes in
3117 the most recently generated chunk by the current mapgen.
3120 Returns an array containing the biome IDs of nodes in the most recently
3121 generated chunk by the current mapgen.
3124 Returns an array containing the temperature values of nodes in the most
3125 recently generated chunk by the current mapgen.
3128 Returns an array containing the humidity values of nodes in the most recently
3129 generated chunk by the current mapgen.
3132 Returns a table mapping requested generation notification types to arrays of
3133 positions at which the corresponding generated structures are located at within
3134 the current chunk. To set the capture of positions of interest to be recorded
3135 on generate, use `minetest.set_gen_notify()`.
3137 Possible fields of the table returned are:
3143 * `large_cave_begin`
3147 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3148 numeric unique decoration ID.
3152 * Functions receive a "luaentity" as `self`:
3153 * It has the member `.name`, which is the registered name `("mod:thing")`
3154 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3155 * The original prototype stuff is visible directly via a metatable
3157 * `on_activate(self, staticdata)`
3158 * Called when the object is instantiated.
3159 * `on_step(self, dtime)`
3160 * Called on every server tick, after movement and collision processing.
3161 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3163 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir`
3164 * Called when somebody punches the object.
3165 * Note that you probably want to handle most punches using the
3166 automatic armor group system.
3167 * `puncher`: an `ObjectRef` (can be `nil`)
3168 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
3169 * `tool_capabilities`: capability table of used tool (can be `nil`)
3170 * `dir`: unit vector of direction of punch. Always defined. Points from
3171 the puncher to the punched.
3172 * `on_rightclick(self, clicker)`
3173 * `get_staticdata(self)`
3174 * Should return a string that will be passed to `on_activate` when
3175 the object is instantiated the next time.
3183 axiom, --string initial tree axiom
3184 rules_a, --string rules set A
3185 rules_b, --string rules set B
3186 rules_c, --string rules set C
3187 rules_d, --string rules set D
3188 trunk, --string trunk node name
3189 leaves, --string leaves node name
3190 leaves2, --string secondary leaves node name
3191 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3192 angle, --num angle in deg
3193 iterations, --num max # of iterations, usually 2 -5
3194 random_level, --num factor to lower nr of iterations, usually 0 - 3
3195 trunk_type, --string single/double/crossed) type of trunk: 1 node,
3196 -- 2x2 nodes or 3x3 in cross shape
3197 thin_branches, --boolean true -> use thin (1 node) branches
3198 fruit, --string fruit node name
3199 fruit_chance, --num chance (0-100) to replace leaves with fruit node
3200 seed, --num random seed; if no seed is provided, the engine will create one
3203 ### Key for Special L-System Symbols used in Axioms
3205 * `G`: move forward one unit with the pen up
3206 * `F`: move forward one unit with the pen down drawing trunks and branches
3207 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
3208 * `T`: move forward one unit with the pen down drawing trunks only
3209 * `R`: move forward one unit with the pen down placing fruit
3210 * `A`: replace with rules set A
3211 * `B`: replace with rules set B
3212 * `C`: replace with rules set C
3213 * `D`: replace with rules set D
3214 * `a`: replace with rules set A, chance 90%
3215 * `b`: replace with rules set B, chance 80%
3216 * `c`: replace with rules set C, chance 70%
3217 * `d`: replace with rules set D, chance 60%
3218 * `+`: yaw the turtle right by `angle` parameter
3219 * `-`: yaw the turtle left by `angle` parameter
3220 * `&`: pitch the turtle down by `angle` parameter
3221 * `^`: pitch the turtle up by `angle` parameter
3222 * `/`: roll the turtle to the right by `angle` parameter
3223 * `*`: roll the turtle to the left by `angle` parameter
3224 * `[`: save in stack current state info
3225 * `]`: recover from stack state info
3228 Spawn a small apple tree:
3230 pos = {x=230,y=20,z=4}
3233 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3234 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3235 trunk="default:tree",
3236 leaves="default:leaves",
3240 trunk_type="single",
3243 fruit="default:apple"
3245 minetest.spawn_tree(pos,apple_tree)
3250 ### Object Properties
3255 collide_with_objects = true, -- collide with other objects if physical=true
3257 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
3258 visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
3259 visual_size = {x=1, y=1},
3261 textures = {}, -- number of required textures depends on visual
3262 colors = {}, -- number of required colors depends on visual
3263 spritediv = {x=1, y=1},
3264 initial_sprite_basepos = {x=0, y=0},
3266 makes_footstep_sound = false,
3267 automatic_rotate = false,
3269 automatic_face_movement_dir = 0.0,
3270 -- ^ automatically set yaw to movement direction; offset in degrees; false to disable
3271 automatic_face_movement_max_rotation_per_sec = -1,
3272 -- ^ limit automatic rotation to this value in degrees per second. values < 0 no limit
3273 backface_culling = true, -- false to disable backface_culling for model
3274 nametag = "", -- by default empty, for players their name is shown if empty
3275 nametag_color = <color>, -- sets color of nametag as ColorSpec
3276 infotext = "", -- by default empty, text to be shown when pointed at object
3279 ### Entity definition (`register_entity`)
3282 -- Deprecated: Everything in object properties is read directly from here
3284 initial_properties = --[[<initial object properties>]],
3286 on_activate = function(self, staticdata, dtime_s),
3287 on_step = function(self, dtime),
3288 on_punch = function(self, hitter),
3289 on_rightclick = function(self, clicker),
3290 get_staticdata = function(self),
3291 -- ^ Called sometimes; the string returned is passed to on_activate when
3292 -- the entity is re-activated from static state
3294 -- Also you can define arbitrary member variables here
3295 myvariable = whatever,
3298 ### ABM (ActiveBlockModifier) definition (`register_abm`)
3301 -- In the following two fields, also group:groupname will work.
3302 nodenames = {"default:lava_source"},
3303 neighbors = {"default:water_source", "default:water_flowing"}, -- Any of these --[[
3304 ^ If left out or empty, any neighbor will do ]]
3305 interval = 1.0, -- Operation interval in seconds
3306 chance = 1, -- Chance of trigger per-node per-interval is 1.0 / this
3307 catch_up = true, -- If true, catch-up behaviour is enabled --[[
3308 ^ The chance value is temporarily reduced when returning to
3309 an area to simulate time lost by the area being unattended.
3310 ^ Note chance value can often be reduced to 1 ]]
3311 action = func(pos, node, active_object_count, active_object_count_wider),
3314 ### LBM (LoadingBlockModifier) definition (`register_lbm`)
3317 name = "modname:replace_legacy_door",
3318 nodenames = {"default:lava_source"},
3319 -- ^ List of node names to trigger the LBM on.
3320 -- Also non-registered nodes will work.
3321 -- Groups (as of group:groupname) will work as well.
3322 run_at_every_load = false,
3323 -- ^ Whether to run the LBM's action every time a block gets loaded,
3324 -- and not just for blocks that were saved last time before LBMs were
3325 -- introduced to the world.
3326 action = func(pos, node),
3329 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
3332 description = "Steel Axe",
3333 groups = {}, -- key=name, value=rating; rating=1..3.
3334 if rating not applicable, use 1.
3335 e.g. {wool=1, fluffy=3}
3336 {soil=2, outerspace=1, crumbly=1}
3337 {bendy=2, snappy=1},
3338 {hard=1, metal=1, spikes=1}
3339 inventory_image = "default_tool_steelaxe.png",
3341 wield_scale = {x=1,y=1,z=1},
3344 liquids_pointable = false,
3345 tool_capabilities = {
3346 full_punch_interval = 1.0,
3350 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
3351 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
3353 damage_groups = {groupname=damage},
3355 node_placement_prediction = nil,
3357 ^ If nil and item is node, prediction is made automatically
3358 ^ If nil and item is not a node, no prediction is made
3359 ^ If "" and item is anything, no prediction is made
3360 ^ Otherwise should be name of node which the client immediately places
3361 on ground when the player places the item. Server will always update
3362 actual result to client in a short moment.
3365 place = --[[<SimpleSoundSpec>]],
3368 on_place = func(itemstack, placer, pointed_thing),
3370 ^ Shall place item and return the leftover itemstack
3371 ^ default: minetest.item_place ]]
3372 on_secondary_use = func(itemstack, user, pointed_thing),
3374 ^ Same as on_place but called when pointing at nothing.
3375 ^ pointed_thing : always { type = "nothing" }
3377 on_drop = func(itemstack, dropper, pos),
3379 ^ Shall drop item and return the leftover itemstack
3380 ^ default: minetest.item_drop ]]
3381 on_use = func(itemstack, user, pointed_thing),
3384 ^ Function must return either nil if no item shall be removed from
3385 inventory, or an itemstack to replace the original itemstack.
3386 e.g. itemstack:take_item(); return itemstack
3387 ^ Otherwise, the function is free to do what it wants.
3388 ^ The default functions handle regular use cases.
3390 after_use = func(itemstack, user, node, digparams),
3393 ^ If defined, should return an itemstack and will be called instead of
3394 wearing out the tool. If returns nil, does nothing.
3395 If after_use doesn't exist, it is the same as:
3396 function(itemstack, user, node, digparams)
3397 itemstack:add_wear(digparams.wear)
3405 * `{name="image.png", animation={Tile Animation definition}}`
3406 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
3407 tileable_horizontal=bool}`
3408 * backface culling enabled by default for most nodes
3409 * tileable flags are info for shaders, how they should treat texture
3410 when displacement mapping is used
3411 Directions are from the point of view of the tile texture,
3412 not the node it's on
3413 * deprecated, yet still supported field names:
3416 ### Tile animation definition
3417 * `{type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}`
3419 ### Node definition (`register_node`)
3422 -- <all fields allowed in item definitions>,
3424 drawtype = "normal", -- See "Node drawtypes"
3425 visual_scale = 1.0, --[[
3426 ^ Supported for drawtypes "plantlike", "signlike", "torchlike", "mesh".
3427 ^ For plantlike, the image will start at the bottom of the node; for the
3428 ^ other drawtypes, the image will be centered on the node.
3429 ^ Note that positioning for "torchlike" may still change. ]]
3430 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
3431 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
3432 ^ List can be shortened to needed length ]]
3433 special_tiles = {tile definition 1, Tile definition 2}, --[[
3434 ^ Special textures of node; used rarely (old field name: special_materials)
3435 ^ List can be shortened to needed length ]]
3437 use_texture_alpha = false, -- Use texture's alpha channel
3438 post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
3439 paramtype = "none", -- See "Nodes" --[[
3440 ^ paramtype = "light" allows light to propagate from or through the node with light value
3441 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
3442 paramtype2 = "none", -- See "Nodes"
3443 is_ground_content = true, -- If false, the cave generator will not carve through this
3444 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
3445 walkable = true, -- If true, objects collide with node
3446 pointable = true, -- If true, can be pointed at
3447 diggable = true, -- If false, can never be dug
3448 climbable = false, -- If true, can be climbed on (ladder)
3449 buildable_to = false, -- If true, placed nodes can replace this node
3450 floodable = false, -- If true, liquids flow into and replace this node
3451 liquidtype = "none", -- "none"/"source"/"flowing"
3452 liquid_alternative_flowing = "", -- Flowing version of source liquid
3453 liquid_alternative_source = "", -- Source version of flowing liquid
3454 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
3455 liquid_renewable = true, -- Can new liquid source be created by placing two or more sources nearby?
3457 ^ Block contains level in param2. Value is default level, used for snow.
3458 ^ Don't forget to use "leveled" type nodebox. ]]
3459 liquid_range = 8, -- number of flowing nodes around source (max. 8)
3460 drowning = 0, -- Player will take this amount of damage if no bubbles are left
3461 light_source = 0, -- Amount of light emitted by node
3462 damage_per_second = 0, -- If player is inside node, this damage is caused
3463 node_box = {type="regular"}, -- See "Node boxes"
3465 selection_box = {type="regular"}, -- See "Node boxes" --[[
3466 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
3467 legacy_facedir_simple = false, -- Support maps made in and before January 2012
3468 legacy_wallmounted = false, -- Support maps made in and before January 2012
3470 footstep = <SimpleSoundSpec>,
3471 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
3472 dug = <SimpleSoundSpec>,
3473 place = <SimpleSoundSpec>,
3474 place_failed = <SimpleSoundSpec>,
3476 drop = "", -- Name of dropped node when dug. Default is the node itself.
3479 max_items = 1, -- Maximum number of items to drop.
3480 items = { -- Choose max_items randomly from this list.
3482 items = {"foo:bar", "baz:frob"}, -- Choose one item randomly from this list.
3483 rarity = 1, -- Probability of getting is 1 / rarity.
3488 on_construct = func(pos), --[[
3489 ^ Node constructor; called after adding node
3490 ^ Can set up metadata and stuff like that
3491 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3493 on_destruct = func(pos), --[[
3494 ^ Node destructor; called before removing node
3495 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3497 after_destruct = func(pos, oldnode), --[[
3498 ^ Node destructor; called after removing node
3499 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3502 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
3503 ^ Called after constructing node when node was placed using
3504 minetest.item_place_node / minetest.place_node
3505 ^ If return true no item is taken from itemstack
3507 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
3508 ^ oldmetadata is in table format
3509 ^ Called after destructing node when node was dug using
3510 minetest.node_dig / minetest.dig_node
3512 can_dig = function(pos, [player]) --[[
3513 ^ returns true if node can be dug, or false if not
3516 on_punch = func(pos, node, puncher, pointed_thing), --[[
3517 ^ default: minetest.node_punch
3518 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
3519 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
3521 ^ if defined, itemstack will hold clicker's wielded item
3522 ^ Shall return the leftover itemstack
3523 ^ Note: pointed_thing can be nil, if a mod calls this function ]]
3525 on_dig = func(pos, node, digger), --[[
3526 ^ default: minetest.node_dig
3527 ^ By default: checks privileges, wears out tool and removes node ]]
3529 on_timer = function(pos,elapsed), --[[
3531 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
3532 ^ elapsed is the total time passed since the timer was started
3533 ^ return true to run the timer for another cycle with the same timeout value ]]
3535 on_receive_fields = func(pos, formname, fields, sender), --[[
3536 ^ fields = {name1 = value1, name2 = value2, ...}
3537 ^ Called when an UI form (e.g. sign text input) returns data
3540 allow_metadata_inventory_move = func(pos, from_list, from_index,
3541 to_list, to_index, count, player), --[[
3542 ^ Called when a player wants to move items inside the inventory
3543 ^ Return value: number of items allowed to move ]]
3545 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
3546 ^ Called when a player wants to put something into the inventory
3547 ^ Return value: number of items allowed to put
3548 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3550 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3551 ^ Called when a player wants to take something out of the inventory
3552 ^ Return value: number of items allowed to take
3553 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3555 on_metadata_inventory_move = func(pos, from_list, from_index,
3556 to_list, to_index, count, player),
3557 on_metadata_inventory_put = func(pos, listname, index, stack, player),
3558 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3559 ^ Called after the actual action has happened, according to what was allowed.
3560 ^ No return value ]]
3562 on_blast = func(pos, intensity), --[[
3563 ^ intensity: 1.0 = mid range of regular TNT
3564 ^ If defined, called when an explosion touches the node, instead of
3565 removing the node ]]
3568 ### Recipe for `register_craft` (shaped)
3571 output = 'default:pick_stone',
3573 {'default:cobble', 'default:cobble', 'default:cobble'},
3574 {'', 'default:stick', ''},
3575 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
3577 replacements = --[[<optional list of item pairs,
3578 replace one input item with another item on crafting>]]
3581 ### Recipe for `register_craft` (shapeless)
3585 output = 'mushrooms:mushroom_stew',
3588 "mushrooms:mushroom_brown",
3589 "mushrooms:mushroom_red",
3591 replacements = --[[<optional list of item pairs,
3592 replace one input item with another item on crafting>]]
3595 ### Recipe for `register_craft` (tool repair)
3598 type = "toolrepair",
3599 additional_wear = -0.02,
3602 ### Recipe for `register_craft` (cooking)
3606 output = "default:glass",
3607 recipe = "default:sand",
3611 ### Recipe for `register_craft` (furnace fuel)
3615 recipe = "default:leaves",
3619 ### Ore definition (`register_ore`)
3622 ore_type = "scatter", -- See "Ore types"
3623 ore = "default:stone_with_coal",
3624 wherein = "default:stone",
3625 -- ^ a list of nodenames is supported too
3626 clust_scarcity = 8*8*8,
3627 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
3628 -- ^ This value should be *MUCH* higher than your intuition might tell you!
3630 -- ^ Number of ores in a cluster
3632 -- ^ Size of the bounding box of the cluster
3633 -- ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
3637 -- ^ Attributes for this ore generation
3638 noise_threshold = 0.5,
3639 -- ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
3640 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
3641 -- ^ NoiseParams structure describing the perlin noise used for ore distribution.
3642 -- ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
3643 random_factor = 1.0,
3644 -- ^ Multiplier of the randomness contribution to the noise value at any
3645 -- given point to decide if ore should be placed. Set to 0 for solid veins.
3646 -- ^ This parameter is only valid for ore_type == "vein".
3647 biomes = {"desert", "rainforest"}
3648 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
3649 -- ^ and ignored if the Mapgen being used does not support biomes.
3650 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
3653 ### Biome definition (`register_biome`)
3657 node_dust = "default:snow",
3658 -- ^ Node dropped onto upper surface after all else is generated.
3659 node_top = "default:dirt_with_snow",
3661 -- ^ Node forming surface layer of biome and thickness of this layer.
3662 node_filler = "default:permafrost",
3664 -- ^ Node forming lower layer of biome and thickness of this layer.
3665 node_stone = "default:bluestone",
3666 -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
3667 node_water_top = "default:ice",
3668 depth_water_top = 10,
3669 -- ^ Node forming a surface layer in seawater with the defined thickness.
3671 -- ^ Node that replaces all seawater nodes not in the defined surface layer.
3672 node_river_water = "default:ice",
3673 -- ^ Node that replaces river water in mapgens that use default:river_water.
3676 -- ^ Lower and upper limits for biome.
3677 -- ^ Because biome is not recalculated for every node in a node column
3678 -- ^ some biome materials can exceed their limits, especially stone.
3679 -- ^ For each node column in a mapchunk, biome is only recalculated at column
3680 -- ^ top and at each of these surfaces:
3681 -- ^ Ground below air, water below air, ground below water.
3682 -- ^ The selected biome then stays in effect for all nodes below until
3683 -- ^ column base or the next biome recalculation.
3685 humidity_point = 50,
3686 -- ^ Characteristic average temperature and humidity for the biome.
3687 -- ^ These values create 'biome points' on a voronoi diagram that has heat
3688 -- ^ and humidity as axes. The resulting voronoi cells determine which
3689 -- ^ heat/humidity points belong to which biome, and therefore determine
3690 -- ^ the area and location of each biome in the world.
3691 -- ^ The biome points need to be carefully and evenly spaced on the voronoi
3692 -- ^ diagram to result in roughly equal size biomes.
3693 -- ^ Heat and humidity have average values of 50, vary mostly between
3694 -- ^ 0 and 100 but also often exceed these values.
3695 -- ^ Heat is not in degrees celcius, both values are abstract.
3698 ### Decoration definition (`register_decoration`)
3701 deco_type = "simple", -- See "Decoration types"
3702 place_on = "default:dirt_with_grass",
3703 -- ^ Node that decoration can be placed on
3705 -- ^ Size of divisions made in the chunk being generated.
3706 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
3708 -- ^ Ratio of the area to be uniformly filled by the decoration.
3709 -- ^ Used only if noise_params is not specified.
3710 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
3711 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
3712 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
3713 biomes = {"Oceanside", "Hills", "Plains"},
3714 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
3715 -- ^ and ignored if the Mapgen being used does not support biomes.
3716 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
3719 -- ^ Minimum and maximum `y` positions these decorations can be generated at.
3720 -- ^ This parameter refers to the `y` position of the decoration base, so
3721 -- the actual maximum height would be `height_max + size.Y`.
3722 flags = "liquid_surface, force_placement",
3723 -- ^ Flags for all decoration types.
3724 -- ^ "liquid_surface": Instead of placement on the highest solid surface
3725 -- ^ in a mapchunk column, placement is on the highest liquid surface.
3726 -- ^ Placement is disabled if solid nodes are found above the liquid surface.
3727 -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced by the decoration.
3729 ----- Simple-type parameters
3730 decoration = "default:grass",
3731 -- ^ The node name used as the decoration.
3732 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
3734 -- ^ Number of nodes high the decoration is made.
3735 -- ^ If height_max is not 0, this is the lower bound of the randomly selected height.
3737 -- ^ Number of nodes the decoration can be at maximum.
3738 -- ^ If absent, the parameter 'height' is used as a constant.
3739 spawn_by = "default:water",
3740 -- ^ Node that the decoration only spawns next to.
3741 -- ^ The neighbours checked are the 8 nodes horizontally surrounding the lowest node of the
3742 -- ^ decoration, and the 8 nodes horizontally surrounding the ground node below the decoration.
3744 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
3745 -- ^ If absent or -1, decorations occur next to any nodes.
3747 ----- Schematic-type parameters
3748 schematic = "foobar.mts",
3749 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
3750 -- ^ specified Minetest schematic file.
3751 -- ^ - OR -, could be the ID of a previously registered schematic
3752 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
3753 -- ^ and an optional table yslice_prob:
3755 size = {x=4, y=6, z=4},
3757 {name="default:cobble", param1=255, param2=0},
3758 {name="default:dirt_with_grass", param1=255, param2=0},
3759 {name="ignore", param1=255, param2=0},
3760 {name="air", param1=255, param2=0},
3769 -- ^ See 'Schematic specifier' for details.
3770 replacements = {["oldname"] = "convert_to", ...},
3771 flags = "place_center_x, place_center_y, place_center_z",
3772 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
3773 rotation = "90" -- rotate schematic 90 degrees on placement
3774 -- ^ Rotation can be "0", "90", "180", "270", or "random".
3777 ### Chat command definition (`register_chatcommand`)
3780 params = "<name> <privilege>", -- Short parameter description
3781 description = "Remove privilege from player", -- Full description
3782 privs = {privs=true}, -- Require the "privs" privilege to run
3783 func = function(name, param), -- Called when command is run.
3784 -- Returns boolean success and text output.
3787 ### Detached inventory callbacks
3790 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
3791 -- ^ Called when a player wants to move items inside the inventory
3792 -- ^ Return value: number of items allowed to move
3794 allow_put = func(inv, listname, index, stack, player),
3795 -- ^ Called when a player wants to put something into the inventory
3796 -- ^ Return value: number of items allowed to put
3797 -- ^ Return value: -1: Allow and don't modify item count in inventory
3799 allow_take = func(inv, listname, index, stack, player),
3800 -- ^ Called when a player wants to take something out of the inventory
3801 -- ^ Return value: number of items allowed to take
3802 -- ^ Return value: -1: Allow and don't modify item count in inventory
3804 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
3805 on_put = func(inv, listname, index, stack, player),
3806 on_take = func(inv, listname, index, stack, player),
3807 -- ^ Called after the actual action has happened, according to what was allowed.
3808 -- ^ No return value
3811 ### HUD Definition (`hud_add`, `hud_get`)
3814 hud_elem_type = "image", -- see HUD element types
3815 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
3816 position = {x=0.5, y=0.5},
3817 -- ^ Left corner position of element
3823 -- ^ Selected item in inventory. 0 for no item selected.
3825 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
3826 alignment = {x=0, y=0},
3827 -- ^ See "HUD Element Types"
3828 offset = {x=0, y=0},
3829 -- ^ See "HUD Element Types"
3830 size = { x=100, y=100 },
3831 -- ^ Size of element in pixels
3834 ### Particle definition (`add_particle`)
3837 pos = {x=0, y=0, z=0},
3838 velocity = {x=0, y=0, z=0},
3839 acceleration = {x=0, y=0, z=0},
3840 -- ^ Spawn particle at pos with velocity and acceleration
3842 -- ^ Disappears after expirationtime seconds
3844 collisiondetection = false,
3845 -- ^ collisiondetection: if true collides with physical objects
3847 -- ^ vertical: if true faces player using y axis only
3848 texture = "image.png",
3849 -- ^ Uses texture (string)
3850 playername = "singleplayer"
3851 -- ^ optional, if specified spawns particle only on the player's client
3854 ### `ParticleSpawner` definition (`add_particlespawner`)
3859 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
3860 minpos = {x=0, y=0, z=0},
3861 maxpos = {x=0, y=0, z=0},
3862 minvel = {x=0, y=0, z=0},
3863 maxvel = {x=0, y=0, z=0},
3864 minacc = {x=0, y=0, z=0},
3865 maxacc = {x=0, y=0, z=0},
3870 -- ^ The particle's properties are random values in between the bounds:
3871 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
3872 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
3873 collisiondetection = false,
3874 -- ^ collisiondetection: if true uses collision detection
3876 -- ^ vertical: if true faces player using y axis only
3877 texture = "image.png",
3878 -- ^ Uses texture (string)
3879 playername = "singleplayer"
3880 -- ^ Playername is optional, if specified spawns particle only on the player's client
3883 ### `HTTPRequest` definition (`http_fetch`, `http_fetch_async`)
3886 url = "http://example.org",
3888 -- ^ Timeout for connection in seconds. Default is 3 seconds.
3889 post_data = "Raw POST request data string" OR { field1 = "data1", field2 = "data2" },
3890 -- ^ Optional, if specified a POST request with post_data is performed.
3891 -- ^ Accepts both a string and a table. If a table is specified, encodes table
3892 -- ^ as x-www-form-urlencoded key-value pairs.
3893 -- ^ If post_data ist not specified, a GET request is performed instead.
3894 user_agent = "ExampleUserAgent",
3895 -- ^ Optional, if specified replaces the default minetest user agent with given string
3896 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
3897 -- ^ Optional, if specified adds additional headers to the HTTP request. You must make sure
3898 -- ^ that the header strings follow HTTP specification ("Key: Value").
3900 -- ^ Optional, if true performs a multipart HTTP request. Default is false.
3903 ### `HTTPRequestResult` definition (`http_fetch` callback, `http_fetch_async_get`)
3907 -- ^ If true, the request has finished (either succeeded, failed or timed out)
3909 -- ^ If true, the request was succesful
3911 -- ^ If true, the request timed out
3913 -- ^ HTTP status code